












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Forbidden Cults 1.7.4Official 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.
ZOmnibus Addon Pack 1.7.4Combines 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: Ashes of Urh'Rok 1.7.4Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 50 / 2351% |
Size | small |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 61 (base 12) |
Dexterity | 86 (base 60) |
Constitution | 81 (base 60) |
Magic | 32 (base 10) |
Willpower | 51 (base 38) |
Cunning | 95 (base 60) |
Resources
Life | 1423/1423 |
Mana | 0/479 |
Stamina | 314/314 |
Healing Factor | 1.5252415653741 |
Regeneration | 44.652030924267 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +95.238095238095% |
Vision
Sight | 10 |
Lite | -996 |
Infravision | 9 |
See Stealth | 63.718619386048 |
See Invisible | 63.718619386048 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 169 |
Accuracy | 62 |
Crit Chance | 79% |
APR | 13 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 32 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
Light | +18% |
Temporal | +30% |
All | +9% |
Physical | +98% |
Mind | +12% |
Nature | +32% |
Offense: Damage Penetration
Nature | +40% |
Physical | +40% |
Light | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 54.764593763945 (100%) |
Defense | 91 |
Ranged Defense | 93 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 64 |
Mental Save | 70 |
Defense: Resistances
Acid | + 63%( 70%) |
Blight | + 57%( 70%) |
Physical | + 56%( 70%) |
Cold | + 70%( 70%) |
All | + 37%( 70%) |
Lightning | + 67%( 70%) |
Light | + 80%( 80%) |
Temporal | + 70%( 70%) |
Mind | + 48%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 66%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 30% |
Silence Resistance | 10% |
Confusion Resistance | 20% |
Knockback Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 637 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 152 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
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 764% 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 78 up to 5 times. Its effects scale with your Magic stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Cunning / Trapping | 2.40 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Cunning / Called Shots | 1.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Counter Shot |
talent | Apply Poison |
talent | Chant of Fortress |
talent | Trained Reactions |
talent | Pace Yourself |
talent | Premonition |
talent | Leeching Poison |
talent | Crippling Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of 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 Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)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 improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 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. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2407. | 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. * 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 |
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 Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. 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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 within7 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. * 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 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 | ![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+3 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 66.0 - 79.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +22.0% Capacity 22 Auto Reload 2 On-ranged-hit +19 mind +20 light On Hit: * 20% chance to reduce damage dealt by 24% * 17% chance to reduce all saves and defense by 29 On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+2 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+3 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 20 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+2 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Cun +8 Dex offense ------ Damage +15% temporal Ignore resists +10% light Accuracy +11 (+2 eff.) defense ------ Resistance +17% acid +25% fire +27% lightning +30% cold Life Regen +6.00 Stun Resist +39% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Damage +24% physical defense ------ Defense +25 (+5 eff.) Resistance +18% cold +9% darkness +9% light Life Regen +12.00 Stun Resist +44% Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: defense ------ Resistance +6% blight +22% light +30% darkness Physical save +25 (+6 eff.) Spell save +19 (+5 eff.) Mind save +25 (+6 eff.) Life +60.00 Life Regen +2.00 Blind Resist +50% Silence Resist +10% Confus Resist +20% other ------- Masteries +0.40 Cunning/Called Shots +0.40 Cunning/Trapping Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 4.0 Power cost 9 out of 16/16. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Cun +5 Dex offense ------ Physical Crit +13.0% Spell Crit +5% Mind Crit +10% Damage +9% light defense ------ Resistance +9% acid +6% light +15% blight +9% fire +8% cold +9% lightning other ------- Vim-on-crit +2.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: offense ------ Spellpower +12 (+6 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+5 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Armor +8 Defense +2 (+0 eff.) Resistance +18% temporal +16% darkness +19% cold Out-of-Phase Defense +21 Out-of-Phase Resistance +12% Out-of-Phase Resilience +16% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +5% Mindpower +6 (+2 eff.) Damage +6% temporal +3% nature +3% mind On-Hit (Melee): * 10% chance to slow global speed by 56% * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +11% lightning +12% temporal +31% darkness +12% fire +15% all +11% blight +12% cold +18% mind +11% light Physical save +35 (+8 eff.) Spell save +58 (+15 eff.) Mind save +71 (+16 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 259 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 676% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 659 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 8 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 460.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 63% faster, and you are invisible (power 24). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+3 eff.) Spell save +15 (+4 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Master/Unknown While equipped: Stats +10 Con offense ------ Critical power +16.00% Damage +9% darkness Accuracy +8 (+2 eff.) Ignore Armor +15 defense ------ Resistance +6% temporal +9% nature +18% cold Teleport Resist +100% other ------- Masteries +0.53 Wild-gift/Harmony +0.28 Cunning/Called Shots Teleport: Effective talent level: 4.0 Power cost 20 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (132). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego] Nature While equipped: Stats +6 Con defense ------ Resistance +17% lightning Stun Resist +45% Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 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. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+3 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Arcane While equipped: Stats +7 Mag offense ------ Damage +19% temporal defense ------ Resistance +19% temporal Spell save +14 (+4 eff.) Rings make your fingers look great! |
![]() 7.0 Encumbrance T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+18 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 110 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." |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+7 eff.) Damage +30% darkness defense ------ Resistance +15% darkness +9% temporal Out-of-Phase Defense +25 Out-of-Phase Resistance +25% Out-of-Phase Resilience +23% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Master Weapon Damage 57.0 - 85.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +21.0% Physical Power +21 (+6 eff.) Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 85.0 - 127.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +26 fire Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Nature Weapon Damage 42.0 - 58.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +39 acid +33 nature While equipped: offense ------ Ignore resists +25% acid +22% nature Ignore Armor +14 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 45.5 - 63.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +19 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego] Arcane/Master Weapon Damage 60.0 - 84.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +16 fire Blunt and deadly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Nature/Master Weapon Damage 55.0 - 77.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +37 acid +45 nature While equipped: offense ------ Ignore resists +24% acid +20% nature Ignore Armor +15 One-handed war axes. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego] Arcane Weapon Damage 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +32 Critical Rate +10.0% Attack Speed 100% Ignore Shields +19% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 55 damage Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +14% lightning +16% cold +9% mind +15% physical Ignore resists +9% mind defense ------ Defense +26 (+5 eff.) Resistance +9% mind Resonance +20% Pinning Resist +37% other ------- Psi when Hit +2.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Disrupt/Psionic Weapon Damage 52.5 - 73.5 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 21 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Ego+] Arcane Weapon Damage 55.0 - 66.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 23 On Hit: 20% Curse of Death 5 Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 52.0 - 62.4 Light Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+3 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+3 eff.) Ranged Defense +17 (+3 eff.) Fatigue +12% Resistance +20% light +10% fire +15% darkness +12% mind Mind save +18 (+4 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 64.82 to 81.03 light damage (based on Willpower and Cunning). Uses 7 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 Encumbrance T5 shield armor [Ego+] Arcane/Nature When used to Attack: Weapon Damage 65.0 - 78.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +194 On-hit +18 acid While equipped: Stats +5 Con offense ------ When Hit: * 18% chance to reduce armor by 28% defense ------ Armor +10 Fatigue +8% Resistance +16% acid +20% nature +20% blight other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Ego+] Master When used to Attack: Weapon Damage 75.0 - 90.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +268 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +17.0% Physical Power +15 (+4 eff.) defense ------ Armor +20 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 66.5 - 79.8 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +209 While equipped: offense ------ On-Hit 31 lightning When Hit 14 lightning defense ------ Armor +10 Fatigue +8% Resistance +30% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature/Psionic While equipped: Stats +8 Mag +7 Wil defense ------ Resistance +17% blight +15% all Life +100.00 Life Regen +6.00 Healmod +30% other ------- Mana/turn +0.33 Psi/turn +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego] Arcane/Nature While equipped: defense ------ Armor +16 Fatigue +22% Resistance +30% temporal Life Regen +5.70 other ------- Stamina/turn +2.20 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Master While equipped: Stats +10 Str defense ------ Armor +16 Fatigue +22% Resistance +19% darkness +14% physical other ------- Light +2 Track: Puts all charms on 17 turn cooldown Effective talent level: 2.6 Power cost 17 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Nature While equipped: defense ------ Armor +16 Fatigue +22% Resistance +13% acid +15% physical +13% cold +12% lightning +10% fire Disarm Resist +35% Stun Resist +38% Knockbk Resist +34% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+2 eff.) Resistance +15% mind Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 6 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 48 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+2 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: defense ------ Armor +5 Defense +11 (+2 eff.) Resistance +14% fire +15% cold Evasion: (Instant) Puts all charms on 17 turn cooldown Effective talent level: 3.9 Power cost 17 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 41 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Nature While equipped: offense ------ Move Speed +10% defense ------ Armor +5 Fatigue -10% Life +56.00 other ------- Stamina/turn +0.80 A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex defense ------ Armor +5 Fatigue +4% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: defense ------ Armor +14 Fatigue +4% Resistance +13% acid +9% fire +14% lightning +10% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +5% Mindpower +9 (+3 eff.) Damage +17% mind +19% lightning defense ------ Defense +3 (+1 eff.) Resistance +18% mind +28% lightning Physical save +14 (+3 eff.) Mind save +19 (+5 eff.) other ------- Max psi +30.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Damage +24% acid +53% fire Ignore resists +20% darkness defense ------ Defense +3 (+1 eff.) Resistance +18% lightning +30% fire +21% darkness +9% acid A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Psionic While equipped: defense ------ Armor +5 Fatigue +5% Resistance +19% mind Mind save +30 (+7 eff.) Confus Resist +49% A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Ego] Nature/Master While equipped: defense ------ Armor +5 Fatigue +5% Resistance +13% fire +14% cold other ------- Stamina when Hit +2.70 EQ when Hit +2.30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +10 Cun offense ------ Accuracy +11 (+2 eff.) When Hit: * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +9 (+2 eff.) Fatigue +5% Resistance +14% fire +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Arcane/Master While equipped: Stats +8 Mag +7 Wil offense ------ Spell Crit +3% Damage +14% blight +20% arcane defense ------ Armor +10 Fatigue +5% other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: 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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 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. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 1.0 Encumbrance T5 lite [Ego++] Arcane/Master While equipped: offense ------ Spell Crit +5% Spellpower +4 (+2 eff.) Ignore resists +13% all Ignore Armor +10 defense ------ Resistance +9% blight +11% darkness other ------- Light +6 Infravision +5 See Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 32 blight damage or heals 43 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+6 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 44 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 17.89 cold damage and 32.50 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 immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 55 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 17 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 67.09 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 82% of the healing done. This effect scales with your Magic stat.. Uses 42 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 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. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 432.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 14 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +9 Cun +2 Wil offense ------ Ignore resists +15% light defense ------ Resistance +15% lightning +15% nature Mind save +18 (+4 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 69 lightning damage and will be dazed for 1 turn (348 total damage) Puts all charms on 9 turn cooldown 100% to increase all damage by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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
By Maat the Halfling Skirmisher level 34
1st Decay 123rd year of Ascendancy at 08:19 see stats
By Maat the Halfling Skirmisher level 50
1st Regrowth 125th year of Ascendancy at 06:42 see stats
By Maat the Halfling Skirmisher level 34
77th Haze 123rd year of Ascendancy at 23:04 see stats
By Maat the Halfling Skirmisher level 39
46th Regrowth 124th year of Ascendancy at 07:40 see stats
By Maat the Halfling Skirmisher level 50
8th Dusk 125th year of Ascendancy at 21:27 see stats
By Maat the Halfling Skirmisher level 47
32nd Dusk 124th year of Ascendancy at 16:04 see stats
By Maat the Halfling Skirmisher level 38
41st Regrowth 124th year of Ascendancy at 13:02 see stats
By Maat the Halfling Skirmisher level 19
63rd Haze 122nd year of Ascendancy at 13:19 see stats
By Maat the Halfling Skirmisher level 47
50th Dusk 124th year of Ascendancy at 05:13 see stats
By Maat the Halfling Skirmisher level 10
10th Flare 122nd year of Ascendancy at 20:01 see stats
By Maat the Halfling Skirmisher level 50
10th Allure 125th year of Ascendancy at 14:09 see stats
By Maat the Halfling Skirmisher level 48
65th Haze 124th year of Ascendancy at 11:02 see stats
By Maat the Halfling Skirmisher level 36
34th Regrowth 124th year of Ascendancy at 11:29 see stats
By Maat the Halfling Skirmisher level 29
74th Dusk 123rd year of Ascendancy at 05:59 see stats
By Maat the Halfling Skirmisher level 34
16th Regrowth 124th year of Ascendancy at 07:33 see stats
By Maat the Halfling Skirmisher level 50
79th Dusk 125th year of Ascendancy at 06:18 see stats
By Maat the Halfling Skirmisher level 19
62nd Haze 122nd year of Ascendancy at 02:55 see stats
By Maat the Halfling Skirmisher level 29
1st Time of Equilibrium 123rd year of Ascendancy at 01:22 see stats
By Maat the Halfling Skirmisher level 30
16th Haze 123rd year of Ascendancy at 01:09 see stats
By Maat the Halfling Skirmisher level 50
9th Flare 125th year of Ascendancy at 06:52 see stats
By Maat the Halfling Skirmisher level 48
65th Haze 124th year of Ascendancy at 18:10 see stats
By Maat the Halfling Skirmisher level 50
60th Pyre 125th year of Ascendancy at 13:51 see stats
By Maat the Halfling Skirmisher level 33
75th Haze 123rd year of Ascendancy at 07:06 see stats
By Maat the Halfling Skirmisher level 26
33rd Pyre 123rd year of Ascendancy at 23:44 see stats
By Maat the Halfling Skirmisher level 50
79th Dusk 125th year of Ascendancy at 06:16 see stats
By Maat the Halfling Skirmisher level 50
8th Dusk 125th year of Ascendancy at 23:44 see stats
By Maat the Halfling Skirmisher level 50
2nd Pyre 125th year of Ascendancy at 16:44 see stats
By Maat the Halfling Skirmisher level 30
22nd Haze 123rd year of Ascendancy at 11:02 see stats
By Maat the Halfling Skirmisher level 10
1st Flare 122nd year of Ascendancy at 16:13 see stats
By Maat the Halfling Skirmisher level 20
64th Haze 122nd year of Ascendancy at 10:18 see stats
By Maat the Halfling Skirmisher level 30
11st Haze 123rd year of Ascendancy at 16:36 see stats
By Maat the Halfling Skirmisher level 40
51st Regrowth 124th year of Ascendancy at 04:58 see stats
By Maat the Halfling Skirmisher level 50
8th Allure 125th year of Ascendancy at 08:49 see stats
By Maat the Halfling Skirmisher level 50
7th Flare 125th year of Ascendancy at 19:45 see stats
By Maat the Halfling Skirmisher level 25
1st Pyre 123rd year of Ascendancy at 13:39 see stats
By Maat the Halfling Skirmisher level 50
11st Regrowth 125th year of Ascendancy at 11:37 see stats
By Maat the Halfling Skirmisher level 49
8th Allure 125th year of Ascendancy at 05:09 see stats
By Maat the Halfling Skirmisher level 29
75th Dusk 123rd year of Ascendancy at 15:14 see stats
By Maat the Halfling Skirmisher level 38
37th Regrowth 124th year of Ascendancy at 14:21 see stats
By Maat the Halfling Skirmisher level 50
79th Dusk 125th year of Ascendancy at 06:16 see stats
By Maat the Halfling Skirmisher level 8
4th Mirth 122nd year of Ascendancy at 11:50 see stats
By Maat the Halfling Skirmisher level 50
7th Flare 125th year of Ascendancy at 07:27 see stats
By Maat the Halfling Skirmisher level 50
79th Regrowth 125th year of Ascendancy at 21:48 see stats
By Maat the Halfling Skirmisher level 17
48th Haze 122nd year of Ascendancy at 02:23 see stats
By Maat the Halfling Skirmisher level 40
73rd Regrowth 124th year of Ascendancy at 19:39 see stats
By Maat the Halfling Skirmisher level 28
22nd Dusk 123rd year of Ascendancy at 07:41 see stats
By Maat the Halfling Skirmisher level 24
66th Regrowth 123rd year of Ascendancy at 03:45 see stats
By Maat the Halfling Skirmisher level 17
47th Haze 122nd year of Ascendancy at 09:35 see stats
By Maat the Halfling Skirmisher level 33
76th Haze 123rd year of Ascendancy at 15:23 see stats
By Maat the Halfling Skirmisher level 37
34th Regrowth 124th year of Ascendancy at 18:26 see stats
Log
You pickup 0.80 gold pieces.
You pickup 0.85 gold pieces.
You pickup 1.75 gold pieces.
Talent Block is ready to use.
Maat picks up (G.): insulating pair of drakeskin leather boots of evasion (11 def, 5 armour).
Talent Relentless Pursuit is ready to use.
Maat picks up (v.): inquisitor's quiver of dragonbone arrows of torment (21/21, 52-74 power, 18 apr).
Resting starts...
Talent Indomitable is ready to use.
Rested for 110 turns (stop reason: all resources and life at maximum).
Maat picks up (b.): movement infusion (speed 676%; cd 15).
Maat picks up (v.): arcing voratun dagger of phasing (36-47 power, 32 apr).
Maat picks up (N.): psion's elven-silk wizard hat of lightning (+18%) (3 def, 0 armour).
Ran for 13 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 15 turns (stop reason: at portal).