








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 50 / 2789% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 135 (base 65) |
| Dexterity | 107 (base 63) |
| Constitution | 94 (base 35) |
| Magic | 22 (base 11) |
| Willpower | 31 (base 9) |
| Cunning | 124 (base 60) |
Resources
| Life | 1813/1813 |
| Stamina | 294/294 |
| Steam | 100/100 |
| Healing Factor | 1.6272727272728 |
| Regeneration | 8.7059090909095 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 13 |
| See Stealth | 58.794161187114 |
| See Invisible | 57.794161187114 |
Offense: Barehand
| Damage | 192 |
| Accuracy | 82 |
| Crit Chance | 60% |
| APR | 63 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +34% |
| Acid | +49% |
| Light | +29% |
| Darkness | +18% |
| Blight | +34% |
| Physical | +19% |
| Fire | +34% |
| All | +9% |
Offense: Damage Penetration
| Blight | +25% |
| Darkness | +15% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 56 (70.745272525028%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 65 |
| Spell Save | 44 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 63%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 47%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 29%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 48%( 70%) |
| Mind | + 34%( 70%) |
Defense: Immunities
| Disarm Resistance | 90% |
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Pinning Resistance | 75% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 68% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 949% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 904 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 701 life over 5 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 204% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 208% efficiency and cooldown mod of 70%. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.60 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Pugilism | 1.60 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Unarmed discipline | 1.60 |
| 4/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Technique / Unarmed training | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Technique / Conditioning | 1.10 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Trained Reactions |
| talent | Striking Stance |
| beneficial effect | The target's skin turns to stone, granting 10 armour, 10 physical save and 10 spell save. Dwarven Resilience |
| beneficial effect | Countering melee attacks: Has a 47% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the lost sun paladin from death by Arorin the skeleton warrior. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Aregawen the skeleton archer. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Aerodasemina the skeleton warrior. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You failed to protect the lost warrior from death by Giselaith the barrow wight. Escort: lost warrior (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Polerivena the large brown snake. Escort: lost warrior (level 2 of Old Forest) | failed |
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 failed to protect the repented thief from death by oh no. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 14. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed pouch of luminous horror dust. * You've found the needed vial of greater demon bile. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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. | completed |
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 |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Beldil (0 def, 13 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: -2% Changes stats: +4 Str / +2 Wil / +3 Con Changes resistances: +15% acid / +9% darkness / +22% fire / +25% cold / +10% lightning Physical save: +15 (+4 eff.) Spell save: +6 (+2 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.70 Maximum life: +53.00 Movement speed: +10% A pair of boots made of leather. |
| On hands | Isuyagawe the drakeskin leather gloves (0 def, 13 armour) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +13 Effects on melee hit: * 22% chance to cause random gloom Damage (Melee): 15 physical / 40 mind / 38 darkness Damage when hit (Melee): 4 arcane Changes stats: +9 Dex / +2 Wil / +9 Cun / +6 Con Changes damage: +11% physical Talent granted: +3 Project Saw Physical save: +28 (+7 eff.) Spell save: +46 (+15 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +40% Spell crit. chance: +3% Mindpower: +10 (+3 eff.) When used to modify unarmed attacks: Base power: 29.0 - 31.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 5). On weapon hit: * 20% chance to disease Damage Shield penetration (this weapon only): +40% Damage (Melee): +22 physical Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +15 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Hurydin the hardened leather hat (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +5 Dex / +10 Cun Changes damage: +9% physical Physical save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Silence immunity: +0% Maximum life: +50.00 Healing mod.: +15% A hat made of leather. Very stylish. |
| Tool | Jetrigor the dwarven-steel pickaxe (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Changes stats: +10 Str / +8 Wil Changes resistances: +12% darkness Changes resistances penetration: +15% darkness Changes damage: +9% darkness Mental crit. chance: +11% Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | 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 / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +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. |
| On fingers | voratun ring 'Armosin'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Cun Changes resistances: +30% acid / +9% light / +6% lightning Changes resistances penetration: +25% blight Changes damage: +15% acid Reduces incoming crit damage: 19.00% Mental save: +26 (+8 eff.) Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +43% Hate when firing a critical mind attack: +3.00 Only die when reaching: -40.00 life Maximum life: +50.00 Maximum hate: +12.00 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 67%. Rings can have magical properties. |
| Around neck | Glorebrena the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +2 Changes stats: +13 Str / +8 Dex / +5 Wil Changes resistances: +26% lightning / +2% physical Stun/Freeze immunity: +35% Only die when reaching: -40.00 life Maximum stamina: +10.00 Amulets can have magical properties. |
| Main armor | The Untouchable (14 def, 15 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +15 Armour Hardiness: +20% Defense: +14 (+5 eff.) Fatigue: +3% Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Light source | Layetta the dwarven lantern Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +8 Cun / +6 Con Changes resistances: +13% blight Changes damage: +20% light Life regen: +5.10 Mana each turn: +0.08 Maximum life: +77.00 Maximum mana: +60.00 Light radius: -1 Infravision radius: +9 See stealth: +10 See invisible: +9 Damage Shield penetration: +40% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | Singereek (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Fatigue: -8% Changes stats: +4 Cun / +1 Dex Changes resistances: +7% acid / +11% fire / +37% lightning / +7% cold Changes resistances penetration: +5% fire Critical mult.: +16.00% Reduces incoming crit damage: 10.00% Stealth bonus: +7 Stun/Freeze immunity: +50% Maximum life: +57.00 Maximum stamina: +25.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | hardened leather belt 'Galevor' |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
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. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
MadegenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +8 (+1 eff.) Changes stats: +5 Str Physical save: +10 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+5 eff.) Only die when reaching: -80.00 life Maximum life: +100.00 Rings can have magical properties. |
SewerrazorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +1 Str Changes resistances: +9% nature Changes damage: +6% nature Physical save: +3 (+1 eff.) Life regen: +1.50 Only die when reaching: -80.00 life Maximum life: +43.00 Maximum stamina: +10.00 Healing mod.: +14% Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+21 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 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." |
Belolevena (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +13 Physical crit. chance: +2.0% Physical power: +13 (+2 eff.) Armour: +3 Damage (Melee): 15 fire Effects when hit in melee: * 35% chance to reduce effective powers by 20% * 29 arcane resource burn Changes stats: +4 Dex / +6 Con Changes resistances: +8% blight / +10% fire Changes resistances penetration: +15% mind Changes damage: +9% mind / +11% fire Physical save: +29 (+7 eff.) Spell save: +52 (+17 eff.) Mental save: +10 (+4 eff.) Disarm immunity: +41% Stamina each turn: +0.60 When used to modify unarmed attacks: Base power: 30.0 - 33.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). On weapon hit: * Slows global speed by 25% * 35 arcane resource burn * 18% chance to corrode armour by 30% * 35% chance to reduce effective powers by 20% Damage (Melee): +29 physical Burst (radius 2) on crit: +15 fire Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dazzlerain (0 def, 9 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +9 Effects on melee hit: * 35% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes stats: +6 Dex / +5 Mag / +6 Con Changes resistances: +6% acid / +6% light / +5% arcane Changes resistances penetration: +5% light Changes damage: +11% arcane / +3% acid Physical save: +30 (+7 eff.) Spell save: +9 (+3 eff.) Mental save: +25 (+8 eff.) Disarm immunity: +50% Maximum life: +80.00 When used to modify unarmed attacks: Base power: 33.0 - 36.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +22 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +27 arcane / +22 physical Burst (radius 2) on crit: +15 arcane Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Unrugas' (0 def, 9 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +9 Damage (Melee): 40 temporal Damage (Ranged): 39 temporal Changes stats: +2 Str / +2 Mag / +6 Cun Changes resistances: +15% darkness / +30% temporal Changes resistances penetration: +20% temporal Changes damage: +17% temporal Mental save: +8 (+3 eff.) Maximum life: +77.00 Infravision radius: +7 When used to modify unarmed attacks: Base power: 32.5 - 35.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +26 Armour Penetration: +5 Crit. chance: +18.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 77% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +29 darkness It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Scorpionrigor' (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Changes stats: +3 Str / +4 Dex / +1 Wil / +3 Cun Changes resistances: +9% nature Talent cooldown: Double Strike (-1 turn) Critical mult.: +9.00% Physical save: +8 (+2 eff.) Mental save: +20 (+7 eff.) Maximum life: +48.00 Maximum psi: +30.00 Spell crit. chance: +10% Mental crit. chance: +14% Heals friendly targets nearby when you use a nature summon: +20 When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +3 Crit. chance: +16.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nimbusstun the reinforced leather armour (4 def, 10 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Armour Hardiness: +0% Defense: +4 (+1 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 mind Changes resistances: +8% acid / +3% lightning / +9% cold / +7% arcane / +9% mind Changes resistances penetration: +5% lightning Changes damage: +6% mind Allows you to breathe in: water Spell save: +14 (+5 eff.) Life regen: +2.10 Maximum life: +56.00 Healing mod.: +15% A suit of armour made of leather. |
drakeskin leather armour 'Shinezeal' (12 def, 18 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +12 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 16 light Changes stats: +8 Cun / +10 Dex Changes resistances: +30% cold / +27% temporal Changes resistances penetration: +15% arcane / +15% mind Changes damage: +15% arcane Light radius: +3 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
618 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Radiancemire the voratun pickaxe (dig speed 9 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 8 mind Changes stats: +12 Str / +4 Con Changes resistances: +6% light Changes damage: +15% mind / +14% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +14 (+5 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Mindpower: +4 (+1 eff.) Light radius: +1 Infravision radius: +3 Heals friendly targets nearby when you use a nature summon: +10 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to Gain a random beneficial effect, costing 18 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
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? |
Aerovea the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +8 Cun / +4 Wil Changes damage: +27% mind / +0% light Maximum life: +64.00 Mindpower: +10 (+3 eff.) Light radius: +3 See stealth: +0 A normal brass lantern, enhanced by alchemy to make it brighter. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+4 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
49 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
amazing fiery salve [power 45] amazing fiery salve [power 45]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 204% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (45% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing frost salve [power 45] amazing frost salve [power 45]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 204% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (45% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 652] amazing healing salve [power 652]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 204% efficiency and 51% cooldown modifier. It can be used to heal 652, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 571] amazing pain suppressor salve [power 571]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 204% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -571 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing unstoppable force salve [power 181] amazing unstoppable force salve [power 181]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 204% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 181 and healing factor by half, putting Talent Medical Injector on cooldown for 11 turns. Medical salve. |
great water salve [power 40] great water salve [power 40]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 204% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (40% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful frost salve [power 34] powerful frost salve [power 34]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 204% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (34% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 408] powerful pain suppressor salve [power 408]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 204% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -408 life and reduces all damage by 20% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
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. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 21 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
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. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By oh no the Cornac Brawler level 35
29th Regrowth 123rd year of Ascendancy at 03:50 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By oh no the Cornac Brawler level 50
45th Regrowth 124th year of Ascendancy at 20:14 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By oh no the Cornac Brawler level 35
27th Regrowth 123rd year of Ascendancy at 09:44 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By oh no the Cornac Brawler level 43
67th Pyre 123rd year of Ascendancy at 22:01 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By oh no the Cornac Brawler level 50
68th Haze 123rd year of Ascendancy at 10:02 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By oh no the Cornac Brawler level 41
60th Pyre 123rd year of Ascendancy at 23:13 see stats
Clone War (Insane (Roguelike) difficulty)
Destroyed your own Shade.By oh no the Cornac Brawler level 50
17th Pyre 124th year of Ascendancy at 08:02 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By oh no the Cornac Brawler level 10
8th Flare 122nd year of Ascendancy at 18:11 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By oh no the Cornac Brawler level 50
20th Pyre 124th year of Ascendancy at 10:10 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By oh no the Cornac Brawler level 40
30th Pyre 123rd year of Ascendancy at 01:39 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By oh no the Cornac Brawler level 50
48th Haze 123rd year of Ascendancy at 17:25 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By oh no the Cornac Brawler level 33
18th Regrowth 123rd year of Ascendancy at 19:45 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By oh no the Cornac Brawler level 27
72nd Haze 122nd year of Ascendancy at 23:21 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By oh no the Cornac Brawler level 50
3rd Pyre 124th year of Ascendancy at 12:03 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By oh no the Cornac Brawler level 22
29th Haze 122nd year of Ascendancy at 20:02 see stats
Fast Curse Dispel (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By oh no the Cornac Brawler level 10
8th Flare 122nd year of Ascendancy at 18:11 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By oh no the Cornac Brawler level 50
18th Pyre 124th year of Ascendancy at 08:39 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By oh no the Cornac Brawler level 31
10th Allure 123rd year of Ascendancy at 05:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By oh no the Cornac Brawler level 10
8th Flare 122nd year of Ascendancy at 18:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By oh no the Cornac Brawler level 20
8th Haze 122nd year of Ascendancy at 17:31 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By oh no the Cornac Brawler level 30
6th Decay 122nd year of Ascendancy at 01:22 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By oh no the Cornac Brawler level 40
27th Pyre 123rd year of Ascendancy at 23:52 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By oh no the Cornac Brawler level 50
46th Haze 123rd year of Ascendancy at 19:22 see stats
Oozemancer (Insane (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By oh no the Cornac Brawler level 48
58th Dusk 123rd year of Ascendancy at 04:14 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By oh no the Cornac Brawler level 50
45th Regrowth 124th year of Ascendancy at 18:33 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By oh no the Cornac Brawler level 50
2nd Wintertide 124th year of Ascendancy at 14:05 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By oh no the Cornac Brawler level 19
61st Dusk 122nd year of Ascendancy at 20:28 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By oh no the Cornac Brawler level 29
3rd Decay 122nd year of Ascendancy at 12:47 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By oh no the Cornac Brawler level 22
27th Haze 122nd year of Ascendancy at 04:51 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By oh no the Cornac Brawler level 40
54th Pyre 123rd year of Ascendancy at 17:11 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By oh no the Cornac Brawler level 50
3rd Pyre 124th year of Ascendancy at 12:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By oh no the Cornac Brawler level 8
1st Summertide 122nd year of Ascendancy at 01:42 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By oh no the Cornac Brawler level 50
5th Regrowth 124th year of Ascendancy at 01:14 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By oh no the Cornac Brawler level 50
48th Haze 123rd year of Ascendancy at 07:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By oh no the Cornac Brawler level 11
10th Dusk 122nd year of Ascendancy at 09:45 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By oh no the Cornac Brawler level 44
2nd Flare 123rd year of Ascendancy at 11:43 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By oh no the Cornac Brawler level 22
29th Haze 122nd year of Ascendancy at 02:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By oh no the Cornac Brawler level 15
21st Dusk 122nd year of Ascendancy at 13:43 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By oh no the Cornac Brawler level 34
26th Regrowth 123rd year of Ascendancy at 15:52 see stats
Well trained (Insane (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By oh no the Cornac Brawler level 50
31st Pyre 124th year of Ascendancy at 08:55 see stats
Log
oh no performs a melee critical strike against Training Dummy!
Training Dummy is weakened by the darkness!
oh no performs a melee critical strike against Training Dummy!
Training Dummy loses sight!
Training Dummy is crippled.
oh no hits Training Dummy for 497 physical, 26 physical, 45 darkness, 18 physical, 5 physical, 48 mind, 19 physical, 19 physical, 765 physical, 30 physical, 49 darkness, 20 physical, 6 physical, 48 mind, 20 physical, 20 physical, 608 physical, 31 physical, 49 darkness, 21 physical, 6 physical, 52 mind, 23 physical, 23 physical (2448 total damage).
Bleeding from Oh no hits Training Dummy for 21 physical damage.
Bleeding from Oh no hits Training Dummy for 21 physical damage.
Training Dummy recovers sight.
Training Dummy is not crippled anymore.
Training Dummy overcomes the gloom
Bleeding from Oh no hits Training Dummy for 21 physical damage.
Talent Double Strike is ready to use.
Bleeding from Oh no hits Training Dummy for 17 physical damage.
Training Dummy regains their energy.
Bleeding from Oh no hits Training Dummy for 15 physical damage.
Training Dummy stops bleeding.
Oh no no longer feels strong.
Talent Pain Enhancement System is ready to use.
Oh no deactivates Trained Reactions.
Oh no deactivates Exploit Weakness.
Oh no deactivates Striking Stance.









































































































