










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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:
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:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Solipsist |
| Level / Exp | 50 / 2447% |
| Size | medium |
| Lifes / Deaths | Killed by Isebrebeth the skeleton magus at level 50 on the 33rd Dusk 123rd year of Ascendancy at 19:23 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 78 (base 60) |
| Dexterity | 56 (base 30) |
| Constitution | 16 (base 8) |
| Magic | 38 (base 15) |
| Willpower | 129.61975216073 (base 60) |
| Cunning | 102.73289369914 (base 65) |
Resources
| Psi | 649/649 |
| Life | 1154/1154 |
| Steam | 100/100 |
| Stamina | 546/546 |
| Equilibrium | 63 |
| Healing Factor | 2.2983870967742 |
| Regeneration | 19.651209677419 |
Speed
| Mental | 0% |
| Attack | +11.52200397275% |
| Movement | +25% |
| Spell | 0% |
| Global | +160.9693877551% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 45.356130994387 |
| See Invisible | 51.356130994387 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 229 |
| Accuracy | 78 |
| Crit Chance | 50% |
| APR | 120 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 237 |
| Accuracy | 78 |
| Crit Chance | 50% |
| APR | 122 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9.6666666666667 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 93 |
| Crit Chance | 64% |
| Speed | 0.89668403039489 |
Offense: Damage Bonus
| Acid | +19% |
| Nature | +38% |
| Fire | +19% |
| Physical | +30% |
| Mind | +37% |
| All | +9% |
Offense: Damage Penetration
| Acid | +10% |
| Nature | +20% |
| Physical | +10% |
| Mind | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 98.5 (80%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 20 |
| Physical Save | 67.6 |
| Spell Save | 66.83 |
| Mental Save | 83 |
Defense: Resistances
| Blight | + 77%( 77%) |
| Arcane | + 59%( 77%) |
| Mind | + 59%( 77%) |
| All | + 42%( 77%) |
| Lightning | + 77%( 77%) |
| Light | + 51%( 77%) |
| Temporal | + 47%( 77%) |
| Darkness | + 47%( 77%) |
| Physical | + 51%( 77%) |
| Fire | + 61%( 77%) |
| Nature | + 77%( 77%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 55% |
| Disarm Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 45% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 243% efficiency and cooldown mod of 70%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 808 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 9 turns. While Heroism is active, you will only die when reaching -722 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 856% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 203% efficiency and cooldown mod of 65%. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Dream Smith | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Mentalism | 1.50 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.10 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Thought-Form: Bowman |
| talent | Psiblades |
| talent | Wild Growth |
| talent | Antimagic Shield |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+41% global speed). Clarity |
| beneficial effect | Fight to the brink of death, can not die before going under -663 life (but life under 0 is not shown) and increases all resistances by 26%. Pain Suppressor Salve |
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 |
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 successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Evasion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | 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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 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. * You have unlocked the hall of reflections. * 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: 17. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within17 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 | Boots of the Hunter (2 def, 12 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Physical save: +15 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Pinning immunity: +25% Stun/Freeze immunity: +40% Knockback immunity: +25% Teleport immunity: +100% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. This object's appearance was changed to Wanderer's Rest. |
| Light source | BrightloreInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances: +15% light Changes damage: +9% mind Critical mult.: +10.00% Mental save: +6 (+2 eff.) Psi when hit: +0.12 Maximum life: +77.00 Maximum hate: +6.00 Light radius: +4 Heals friendly targets nearby when you use a nature summon: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Ce'Nydhekira' (7 def, 13 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +13 Defense: +7 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 8 blight Changes stats: +2 Str / +2 Dex / +2 Cun Changes resistances: +25% nature / +5% all Grants telepathy: Demon/Minor Demon/Major Physical save: +13 (+2 eff.) Spell save: +16 (+3 eff.) Silence immunity: +0% Maximum life: +213.00 Light radius: +5 Healing mod.: +42% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Quasit's Skull. |
| On hands | voratun gauntlets 'Camayon' (0 def, 25 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +25 Damage (Melee): 15 physical Changes stats: +4 Cun / +3 Con Changes damage: +11% physical Grants telepathy: Dragon Talent granted: +5 Iron Grip Mental save: +30 (+6 eff.) Disarm immunity: +100% Equilibrium when hit: +0.08 Maximum life: +157.00 Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to ???. |
| Tool | 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 (+4 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. |
| On fingers | Bograider the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+7 eff.) Armour penetration: +12 Defense: +25 (+8 eff.) Fatigue: -10% Changes resistances: +3% lightning / +3% temporal / +14% blight / +15% nature / +5% arcane Changes damage: +9% nature Maximum encumbrance: +40 Mental save: +9 (+2 eff.) Poison immunity: +45% Disease immunity: +30% Confusion immunity: +5% Stun/Freeze immunity: +20% Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
| On fingers | MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| Around neck | Stokewire the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Mag / +3 Wil / +4 Cun Changes resistances: +53% lightning / +9% fire / +9% blight Changes resistances cap: +7% all Physical save: +46 (+8 eff.) Spell save: +25 (+5 eff.) Mental save: +23 (+5 eff.) Stun/Freeze immunity: +89% See invisible: +6 Amulets can have magical properties. |
| In main hand | Eyal's Will (22-24.2 power, 78 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 154% Wil, 38% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 86 damage When wielded/worn: Changes stats: +19 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Critical mult.: +15.00% Mindpower: +34 (+7 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 109.34 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. This object's appearance was changed to Crooked Club. |
| Around waist | drakeskin leather belt 'Brenuzor' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Changes stats: +5 Str / +13 Dex / +9 Mag / +6 Cun Changes resistances penetration: +15% mind Changes damage: +9% mind Mental crit. chance: +15% A belt that goes around your waist. |
| In off hand | Core of the Forge (24-26.4 power, 80 apr, dreamforge damage) Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 156% Wil, 39% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +80 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 91 damage When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +8 Cun / +12 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Critical mult.: +15.00% Mindpower: +31 (+7 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 15 power out of 30/30) : Effective talent level: 4.5 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 73.22 mind damage, 63.60 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 6.63 mind and 5.76 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. This object's appearance was changed to Crystalline Iron waraxe. |
| Cloak | Starreeve (3 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Changes stats: +4 Wil Changes resistances: +30% lightning / +6% temporal / +9% darkness / +20% blight / +9% fire / +19% nature / +5% arcane Critical mult.: +30.00% Stealth bonus: +15 Mental save: +14 (+3 eff.) Stun/Freeze immunity: +50% Life regen: +3.00 Psi when hit: +0.04 Maximum life: +60.00 Light radius: +2 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Yeti-fur Cloak. |
| Main armor | Xeryrin the voratun mail armour (5 def, 30 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +30 Armour Hardiness: +0% Defense: +5 (+2 eff.) Fatigue: +17% Damage when hit (Melee): 50 physical Changes stats: +7 Wil Changes resistances: +10% physical Physical save: +25 (+5 eff.) Mental save: +9 (+2 eff.) Life regen: +5.30 Maximum life: +200.00 Maximum psi: +20.00 Healing mod.: +53% A suit of armour made of mail. This object's appearance was changed to ???. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (679% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 679% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (800% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 800% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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. |
KhelotirInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +18 (+6 eff.) Fatigue: -10% Changes stats: +8 Dex / +10 Cun / +10 Con / +13 Lck Changes resistances: +15% physical / +9% mind / +6% cold Talent mastery: +0.29 Psionic / Mentalism Physical save: +35 (+7 eff.) Poison immunity: +25% Pinning immunity: +10% Knockback immunity: +10% Life regen: +1.50 Stamina each turn: +2.50 Movement speed: +10% Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
StokestriderInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +8 (+3 eff.) Changes stats: +5 Lck Changes resistances: +12% lightning / +9% fire / +5% arcane Changes damage: +3% fire Cut immunity: +50% Stun/Freeze immunity: +21% Healing mod.: +11% Reduce all damage from unseen attackers: 11% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 451 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
gold amulet 'Yvirin' =7 dex=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +6 Str / +7 Dex / +6 Wil Changes resistances: +5% arcane / +22% temporal Changes resistances penetration: +15% acid Changes damage: +6% acid Pinning immunity: +25% Knockback immunity: +32% Life regen: +1.60 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Getatotir the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Armour: +4 Damage when hit (Melee): 12 mind Changes resistances: +15% nature / +11% blight Changes resistances penetration: +25% mind / +20% physical Changes damage: +6% mind Poison immunity: +30% Disease immunity: +21% Rings can have magical properties. |
Isuthra the steel ring =6 dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +6 Dex / +6 Mag / +6 Cun Changes damage: +9% arcane Mana each turn: +0.12 Mana when firing critical spell: +4.00 Spellpower: +12 (+2 eff.) Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 58 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Zubenor the GaleobsidianPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag / +9 Wil / +16 Cun Changes resistances: +12% lightning Changes resistances penetration: +10% temporal Changes damage: +6% lightning Spellpower: +8 (+1 eff.) Mindpower: +19 (+4 eff.) Rings can have magical properties. |
gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Str / +4 Con Rings can have magical properties. |
steel ring 'Silolaith'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Changes stats: +6 Str Changes resistances: +6% temporal Changes resistances penetration: +15% mind Reduces incoming crit damage: 15.00% Spell save: +30 (+6 eff.) Blindness immunity: +10% Cut immunity: +5% Disarm immunity: +5% Confusion immunity: +25% Rings can have magical properties. |
stralite ring 'Xeronne'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +7 (+1 eff.) Changes stats: +7 Str / +4 Dex / +6 Wil / +7 Con Changes resistances: +28% cold Changes resistances penetration: +15% blight / +10% mind Changes damage: +14% cold Rings can have magical properties. |
Shantiz the Stormblade (15-19.5 power, 20 apr) =unironically 20 dex=Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 75% Wil, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Critical mult.: +0.00% Physical save: +6 (+1 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
gifted thorny mindstar of life (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Life regen: +0.80 Maximum life: +13.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% 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. |
mossy mindstar of storms (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 2.5 - 2.8 Uses stats: 70% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 lightning Changes stats: +2 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances: +4% lightning Changes resistances penetration: +5% lightning Changes damage: +4% lightning Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
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 stats: 130% Mag, 40% Wil 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 (+6 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." |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Eremorin the Skyqueller (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +3 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -3% Changes resistances: +15% blight / +16% nature / +3% lightning Changes resistances penetration: +10% nature Changes damage: +15% lightning Physical save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Stun/Freeze immunity: +0% Life regen: +1.80 Only die when reaching: -50.00 life Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Betugavena' (17 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+6 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Str / +8 Con Changes resistances: +0% lightning / +25% darkness / +12% mind Changes resistances penetration: +15% darkness Changes damage: +25% darkness Stealth bonus: +25 Physical save: +79 (+15 eff.) Mental save: +15 (+3 eff.) Cut immunity: +15% Stun/Freeze immunity: +0% Only die when reaching: -50.00 life Maximum life: +88.00 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +0 Defense: +12 (+4 eff.) Fatigue: +0% Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 0 physical / 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Global speed: +0% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Amutogund the pair of drakeskin leather boots (10 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: -3% Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Cun Changes resistances: +6% acid / +6% blight / +10% fire / +6% nature / +11% cold Reduces incoming crit damage: 5.00% Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Stamina each turn: +0.60 Maximum life: +52.00 Light radius: +1 Movement speed: +10% A pair of boots made of leather. |
Arthiyarath (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +9 Fatigue: +2% Changes resistances: +12% acid Physical save: +0 (+0 eff.) Poison immunity: +15% Pinning immunity: +0% Stun/Freeze immunity: +20% Knockback immunity: +0% Teleport immunity: +0% Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour) =4 dex=Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Physical save: +0 (+0 eff.) Pinning immunity: +100% Knockback immunity: +0% Teleport immunity: +0% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Branubar the Dusknoon (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +3 Damage (Melee): 15 nature Changes stats: +5 Str / +6 Dex / +4 Wil / +5 Con Changes resistances: +9% temporal / +10% nature / +3% darkness Changes resistances penetration: +5% darkness Changes damage: +11% nature Talent mastery: +0.20 Technique / Grappling Spell save: +20 (+4 eff.) Disarm immunity: +36% Life regen: +3.40 Stamina each turn: +1.00 Maximum stamina: +32.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+3 eff.) Disarm immunity: +0% Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 210.37 arcane damage and stunned), costing 60 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Nimbus of Enlightenment (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Mental save: -25 (-5 eff.) Confusion immunity: -30% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +10% Infravision radius: +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
X-Ray Goggles (10 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +10 (+3 eff.) Changes stats: +10 Cun Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway, costing 18 power out of 30/30. How do these even work? |
Xerulaith (0 def, 3 armour) =7 con=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +7 Con Changes damage: +6% arcane Maximum vim: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather hat 'Bokor' (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes stats: +4 Str / +4 Wil Changes resistances: +12% darkness Changes damage: +6% temporal Spell save: +9 (+2 eff.) Mental save: +10 (+2 eff.) Poison immunity: +20% Silence immunity: +0% Stun/Freeze immunity: +25% Knockback immunity: +10% Only die when reaching: -60.00 life Light radius: +2 A hat made of leather. Very stylish. |
Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 19 Armour, 28 Defense and your attacks will gain 50% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
1776 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. |
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. |
Dusktrail the iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +14 (+3 eff.) Changes stats: +1 Str Changes resistances: +11% nature / +3% darkness Changes damage: +5% nature Maximum life: +20.00 Maximum stamina: +10.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Getodugar the Bleakbane (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Dex Changes resistances: +10% nature / +3% darkness Changes damage: +6% nature Grants telepathy: Dragon Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hettilathaldir (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Armour: +6 Changes stats: +6 Str / +4 Dex Changes resistances: +2% physical Maximum life: +60.00 Maximum stamina: +20.00 Movement speed: +10% Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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? |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
43 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. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 44] amazing fiery salve [power 44]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 203% efficiency and 65% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (44% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing frost salve [power 44] amazing frost salve [power 44]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 203% efficiency and 65% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (44% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 634] amazing healing salve [power 634]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 203% efficiency and 65% cooldown modifier. It can be used to heal 634, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 554] amazing pain suppressor salve [power 554]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 203% efficiency and 65% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -554 life and reduces all damage by 26% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing water salve [power 44] amazing water salve [power 44]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 203% efficiency and 65% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (44% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great pain suppressor salve [power 475] great pain suppressor salve [power 475]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 203% efficiency and 65% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -475 life and reduces all damage by 23% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
great water salve [power 39] great water salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 203% efficiency and 65% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (39% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful frost salve [power 33] powerful frost salve [power 33]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 203% efficiency and 65% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (33% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful healing salve [power 458] powerful healing salve [power 458]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 203% efficiency and 65% cooldown modifier. It can be used to heal 458, putting Talent Medical Injector on cooldown for 9 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. |
dwarven steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +3 Armour Hardiness: +20% Fatigue: +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Critical mult.: +9.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +18% lightning Stun/Freeze immunity: +30% Tinkers can be attached to normal items to improve them with steam power! |
perfect head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +25 (+6 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Tinkers can be attached to normal items to improve them with steam power! |
steel kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +6 (+1 eff.) Pinning immunity: +10% Knockback immunity: +10% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +4 Cun Mental save: +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Critical mult.: +12.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +24% lightning Stun/Freeze immunity: +40% Tinkers can be attached to normal items to improve them with steam power! |
voratun armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +5 Armour Hardiness: +20% Fatigue: +1% Tinkers can be attached to normal items to improve them with steam power! |
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. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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 i think i won the Cornac Solipsist level 39
2nd Wintertide 123rd year of Ascendancy at 12:24 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By i think i won the Cornac Solipsist level 50
59th Dusk 123rd year of Ascendancy at 08:49 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By i think i won the Cornac Solipsist level 38
69th Haze 122nd year of Ascendancy at 09:32 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By i think i won the Cornac Solipsist level 24
9th Haze 122nd year of Ascendancy at 14:38 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By i think i won the Cornac Solipsist level 50
34th Dusk 123rd year of Ascendancy at 02:48 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By i think i won the Cornac Solipsist level 42
5th Regrowth 123rd year of Ascendancy at 19:34 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By i think i won the Cornac Solipsist level 49
13rd Pyre 123rd year of Ascendancy at 23:26 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By i think i won the Cornac Solipsist level 9
2nd Summertide 122nd year of Ascendancy at 21:07 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By i think i won the Cornac Solipsist level 41
2nd Regrowth 123rd year of Ascendancy at 19:18 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By i think i won the Cornac Solipsist level 49
11st Pyre 123rd year of Ascendancy at 06:12 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By i think i won the Cornac Solipsist level 36
64th Haze 122nd year of Ascendancy at 21:23 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By i think i won the Cornac Solipsist level 23
2nd Haze 122nd year of Ascendancy at 08:32 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By i think i won the Cornac Solipsist level 27
28th Haze 122nd year of Ascendancy at 10:56 see stats
Fast Curse Dispel (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By i think i won the Cornac Solipsist level 9
2nd Summertide 122nd year of Ascendancy at 21:07 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By i think i won the Cornac Solipsist level 50
55th Haze 123rd year of Ascendancy at 10:45 see stats
Got eggs? (Insane (Roguelike) difficulty)
Finish the Pikataclysm event.By i think i won the Cornac Solipsist level 50
33rd Pyre 123rd year of Ascendancy at 07:22 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By i think i won the Cornac Solipsist level 39
7th Allure 123rd year of Ascendancy at 01:02 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 i think i won the Cornac Solipsist level 50
72nd Haze 123rd year of Ascendancy at 01:54 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By i think i won the Cornac Solipsist level 10
12nd Dusk 122nd year of Ascendancy at 03:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By i think i won the Cornac Solipsist level 20
67th Dusk 122nd year of Ascendancy at 14:21 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By i think i won the Cornac Solipsist level 30
41st Haze 122nd year of Ascendancy at 13:27 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By i think i won the Cornac Solipsist level 40
7th Allure 123rd year of Ascendancy at 16:03 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By i think i won the Cornac Solipsist level 50
14th Pyre 123rd year of Ascendancy at 11:05 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By i think i won the Cornac Solipsist level 50
36th Haze 123rd year of Ascendancy at 22:47 see stats
Portal reaver (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed two invocation portals.By i think i won the Cornac Solipsist level 50
63rd Haze 123rd year of Ascendancy at 08:04 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By i think i won the Cornac Solipsist level 15
36th Dusk 122nd year of Ascendancy at 10:28 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By i think i won the Cornac Solipsist level 44
33rd Regrowth 123rd year of Ascendancy at 03:05 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By i think i won the Cornac Solipsist level 21
70th Dusk 122nd year of Ascendancy at 15:52 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By i think i won the Cornac Solipsist level 41
2nd Regrowth 123rd year of Ascendancy at 20:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By i think i won the Cornac Solipsist level 12
15th Dusk 122nd year of Ascendancy at 10:03 see stats
The High Lady's destiny (Insane (Roguelike) difficulty)
Won ToME by closing the Void portal using Aeryn as a sacrifice.By i think i won the Cornac Solipsist level 50
63rd Haze 123rd year of Ascendancy at 08:06 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By i think i won the Cornac Solipsist level 50
36th Haze 123rd year of Ascendancy at 23:26 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By i think i won the Cornac Solipsist level 50
37th Haze 123rd year of Ascendancy at 08:47 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By i think i won the Cornac Solipsist level 9
7th Flare 122nd year of Ascendancy at 04:49 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By i think i won the Cornac Solipsist level 44
36th Regrowth 123rd year of Ascendancy at 20:18 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By i think i won the Cornac Solipsist level 23
1st Haze 122nd year of Ascendancy at 08:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By i think i won the Cornac Solipsist level 18
59th Dusk 122nd year of Ascendancy at 14:19 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By i think i won the Cornac Solipsist level 50
33rd Dusk 123rd year of Ascendancy at 19:24 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By i think i won the Cornac Solipsist level 37
68th Haze 122nd year of Ascendancy at 10:21 see stats
Log
i think i won receives 124 healing (163 psi heal) from Drakeskin leather belt 'Brenuzor' .
Resting starts...
Talent Implant: Medical Injector is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
i think i won receives 124 healing (163 psi heal) from Drakeskin leather belt 'Brenuzor' .
Resting starts...
Talent Implant: Medical Injector is ready to use.
Rested for 6 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
I think i won uses Implant: Medical Injector.
This medical injector will now be used first if available when using medical salves.
i think i won receives 124 healing (163 psi heal) from Drakeskin leather belt 'Brenuzor' .
Resting starts...
Talent Implant: Medical Injector is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
I think i won uses Implant: Medical Injector.
This medical injector will now be used first if available when using medical salves.
I think i won deactivates Psiblades.
I think i won deactivates Antimagic Shield.
I think i won deactivates Thought-Form: Bowman.
I think i won is not affected anymore by the salve.
I think i won deactivates Wild Growth.














































































































































