









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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! Possessor Bonus Class 1.5.4Donators/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:
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. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 1423% |
| Size | medium |
| Lifes / Deaths | Killed by Iveyalle the skeleton archer at level 26 on the 33rd Haze 122nd year of Ascendancy at 22:31 / 2Killed by vroom at level 50 on the 35th Dusk 124th year of Ascendancy at 16:19 |
Primary Stats
| Strength | 108 (base 60) |
| Dexterity | 136 (base 61) |
| Constitution | 42 (base 28) |
| Magic | 82 (base 60) |
| Willpower | 32 (base 16) |
| Cunning | 65 (base 17) |
Resources
| Life | 1871/1871 |
| Positive | 0/215 |
| Stamina | 340/340 |
| Steam | 100/100 |
| Healing Factor | 1.4964150943396 |
| Regeneration | 18.33108490566 |
Speed
| Mental | +14.999999999999% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 54.637072247758 |
| See Invisible | 49.637072247758 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 313 |
| Accuracy | 109 |
| Crit Chance | 79% |
| APR | 40 |
| Speed | 0.70 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Temporal | +29% |
| Arcane | +3% |
| Physical | +63% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Light | +10% |
| Temporal | +20% |
| Blight | +15% |
| Arcane | +20% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 43 (77.811550151976%) |
| Defense | 81 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 56 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 37%( 70%) |
| Cold | + 32%( 70%) |
| All | + 20%( 70%) |
| Lightning | + 58%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | + 30%( 70%) |
| Darkness | + 49%( 70%) |
| Fire | + 32%( 70%) |
| Mind | + 25%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 65% |
| Silence Resistance | 15% |
| Bleed Resistance | 100% |
| Disarm Resistance | 100% |
| Stun Resistance | 74% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 44% |
Inscriptions (5/5)
| 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 179% efficiency and cooldown mod of 55%. |
| 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 216% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 510 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 823 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Trained Reactions |
| talent | Intuitive Shots |
| talent | Chant of Fortitude |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The target is surrounded by a magical shield, absorbing 999/999 damage before it crumbles. Damage Shield |
| beneficial effect | Increases attack speed by 15%. Bullseye |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lone alchemist from death by multi-hued drake. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+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 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 |
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: 7. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* 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 within2 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | pair of drakeskin leather boots 'Noontrial' (25 def, 15 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +15 Defense: +25 (+5 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 mind Changes resistances: +15% acid / +6% light / +15% cold / +15% fire / +5% arcane / +15% lightning Changes resistances penetration: +5% light Physical save: +35 (+9 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Silence immunity: +15% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.4 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 40 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | quiver of dragonbone arrows 'Bokechak' (8/53, 65-91 power, 27 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 65.0 - 91.0 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +27 Crit. chance: +3.0% Capacity: 53 Turns elapse between self-loadings: 3 On weapon hit: * 55% chance to gain 10% of a turn (3/turn limit) * 20% chance to torment the target Damage (Ranged): +21 darkness / +26 temporal / +20 mind Burst (radius 1) on hit: +4 temporal When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. |
| Light source | XassraInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +4 Cun / +5 Wil Changes resistances: +9% blight Changes resistances penetration: +5% blight / +5% mind Critical mult.: +16.00% Mental save: +10 (+2 eff.) Maximum life: +55.00 Mental crit. chance: +2% Light radius: +3 See stealth: +17 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather hat 'Xaba' (8 def, 10 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Armour: +10 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +7 Str / +15 Dex / +5 Cun / +5 Con Changes resistances: +3% lightning / -40% light / +6% arcane / +6% mind / +5% all Physical save: +15 (+4 eff.) Spell save: +36 (+10 eff.) Life regen: +8.00 Maximum stamina: +25.00 Light radius: +6 A hat made of leather. Very stylish. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | voratun ring 'Maladogorn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +20 (+4 eff.) Changes stats: +9 Dex / +25 Cun / +9 Con Grants telepathy: Dragon Physical save: +18 (+4 eff.) Mental save: +9 (+2 eff.) Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +93.00 Maximum hate: +8.00 Healing mod.: +27% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
| On fingers | YvonnCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +3% darkness / +2% physical Critical mult.: +10.00% Physical save: +11 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +39% Pinning immunity: +24% Stun/Freeze immunity: +24% Knockback immunity: +44% Life regen: +2.00 Maximum life: +33.00 Mindpower: +4 (+2 eff.) Rings can have magical properties. |
| Around waist | Wretchwolf Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) * 20% chance to disease Damage when hit (Melee): 8 nature / 16 temporal Changes resistances: +9% blight Changes resistances penetration: +10% blight Changes damage: +9% temporal Maximum life: +130.00 Maximum mana: +80.00 Maximum stamina: +53.00 Maximum hate: +18.00 Maximum psi: +35.00 Maximum vim: +40.00 Maximum pos.energy: +38.00 Maximum neg.energy: +34.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
| In main hand | Woepierce the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * injects a simple virus dealing 61 blight damage on hit and lowering the victims highest stat Burst (radius 1) on hit: +2 arcane When wielded/worn: Accuracy: +23 (+4 eff.) Physical crit. chance: +20.0% Physical power: +23 (+4 eff.) Changes stats: +9 Str / +8 Dex Changes resistances: +5% arcane / +3% darkness Changes resistances penetration: +5% light Changes damage: +33% physical / +3% darkness / +3% arcane Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Light radius: +2 Longbows are used to shoot arrows at your foes. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Talent granted: +5 Iron Grip Critical mult.: +50.00% Disarm immunity: +100% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 8 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +8 Armour Hardiness: +20% Defense: +9 (+2 eff.) Fatigue: +1% Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+7 eff.) It can be used to activate talent Temporal Reprieve (costing 45 power out of 30/50) : Effective talent level: 1.0 Power cost: 45 out of 30/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
| Cloak | elven-silk cloak 'Lisinn' (3 def, 0 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex / +5 Mag / +5 Wil / +3 Cun Changes resistances: +5% arcane / +30% lightning Changes resistances penetration: +20% arcane Mental save: +20 (+5 eff.) Blindness immunity: +30% Disease immunity: +10% Stun/Freeze immunity: +50% Maximum life: +98.00 Maximum stamina: +35.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | HuryhadInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +44 (+7 eff.) Physical crit. chance: +4.0% Defense: +34 (+7 eff.) Changes stats: +37 Lck / +13 Dex Changes resistances: +29% light / +30% darkness Grants telepathy: Dragon Blindness immunity: +35% Maximum stamina: +15.00 Reduce all damage from unseen attackers: 38% Amulets can have magical properties. |
Inventory
Rune of the Rift (278.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 358.62 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Acid Groove Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+8 eff.) Confusion immunity: -100% Mindpower: +8 (+4 eff.) It can be used to activate talent Inner Demons (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 14% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
steel amulet 'Wildnigh'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +10 Armour: +5 Defense: +5 (+1 eff.) Changes resistances: +15% mind / +6% temporal Changes resistances cap: +3% all Changes resistances penetration: +15% temporal Critical mult.: +11.00% Physical save: +7 (+2 eff.) Confusion immunity: +27% 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 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
CorruptionquarryInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Wil / +6 Cun / +7 Con Changes resistances: +20% nature / +3% temporal Changes damage: +10% nature Physical save: +14 (+3 eff.) Mindpower: +9 (+4 eff.) Rings can have magical properties. |
HachikInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +4 Str / +6 Wil Changes resistances: +30% acid / +6% blight Changes damage: +15% acid / +6% physical Mental save: +12 (+3 eff.) Disarm immunity: +26% Pinning immunity: +27% Knockback immunity: +28% Maximum life: +49.00 Rings can have magical properties. |
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 (+3 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. |
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 / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +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 defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +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. |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 158% damage with a 37% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
This item will automatically be transmogrified when you leave the level.warden's dragonbone longbow of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Ammo reloads per turn: +8 Changes stats: +9 Mag Changes resistances penetration: +14% temporal / +23% physical Changes damage: +15% temporal / +21% physical Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.living mindstar 'Elumina' (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 54% chance to corrode armour by 30% Damage (Melee): +12 mind When wielded/worn: Effects on melee hit: * 40% chance to corrode armour by 30% Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +25% mind / +20% acid Grants telepathy: Dragon Mental save: +9 (+2 eff.) Equilibrium when hit: +0.08 Maximum psi: +44.00 Mindpower: +22 (+8 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level.runic drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +7 Mag Changes damage: +15% arcane Spellpower: +15 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 190% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+4 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
This item will automatically be transmogrified when you leave the level.dragonbone vilestaff 'Kindleobeisance' (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to disease Damage (Melee): +8 blight / +4 light Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 40% chance to blind Damage (Melee): 45 arcane Damage when hit (Melee): 12 acid Changes resistances: +3% light Changes damage: +30% fire Talent granted: +1 Command Staff Mana each turn: +0.33 Maximum mana: +177.00 Spellpower: +35 (+10 eff.) Spell crit. chance: +15% It can be used to unleash an elemental blastwave, dealing 100.61 to 120.73 fire damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elm starstaff of might (10-12 power, 2 apr, temporal element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% temporal Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
ThoughtcasterRequires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 36.00 mind damage (based on Mindpower) in a radius 1 around the target Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+6 eff.) Mental crit. chance: +5% Steampower: +15 (+5 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
GloomenvyInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 35% chance to inflict 15% damage reduction Damage when hit (Melee): 8 temporal Changes stats: +2 Wil Changes resistances: +19% acid / +20% fire / +19% lightning / +20% cold Reduced damage from: +45% Summoned Grants telepathy: Dragon Critical mult.: +10.00% Spell save: +13 (+4 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Size category: +1 A belt that goes around your waist. |
rough leather belt 'Radheruidar'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +3% blight Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Physical save: +6 (+1 eff.) Psi when hit: +0.12 Maximum life: +34.00 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level.silk robe of lightning (+27%) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +27% lightning Changes damage: +18% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fogward (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +8 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Dex / +3 Cun / +3 Con Changes damage: +6% darkness Life regen: +0.40 Stamina each turn: +0.60 Maximum life: +50.00 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.4 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Lightningthorn the pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 40% chance to daze at end of turn Changes resistances: +9% lightning / +9% temporal / +21% darkness Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +15% lightning Spellpower: +6 (+2 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
pair of voratun boots 'Sparkriver' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +2 Mag / +5 Wil / +3 Cun / +11 Con Changes resistances: +9% lightning / +13% fire / +13% cold Changes resistances penetration: +9% physical Changes damage: +3% lightning Physical save: +22 (+5 eff.) Mental save: +21 (+5 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Mindpower: +7 (+3 eff.) Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
brawler's drakeskin leather gloves of dispersion (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 19 arcane Changes stats: +5 Str / +3 Dex / +8 Mag / +8 Wil / +5 Cun Changes resistances: +9% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+3 eff.) Disarm immunity: +0% It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 32 power out of 35/35) : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Changes damage: +0% physical / +0% temporal Talent mastery: +0.20 Chronomancy / Timetravel Confusion immunity: +0% Spellpower: +8 (+2 eff.) Mindpower: +8 (+4 eff.) Light radius: +0 Casting speed: +0% Reduces paradox anomalies(equivalent to willpower): +5 This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
cashmere wizard hat 'Uregas' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +2 (+1 eff.) Changes stats: +3 Str / +10 Mag / +2 Wil / +12 Con Changes resistances: +18% darkness Changes damage: +22% arcane / +12% darkness Grants telepathy: Humanoid/Orc Light radius: +0 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
drakeskin leather hat 'Glimmerwilder' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Changes stats: +9 Dex / +2 Mag / +3 Cun / +10 Con Changes resistances: +15% blight / +13% darkness / +5% arcane Spell save: +14 (+4 eff.) Mental save: +14 (+3 eff.) Light radius: +0 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A hat made of leather. Very stylish. |
drakeskin leather armour 'Searstar' (29 def, 18 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +0% Defense: +29 (+6 eff.) Fatigue: +8% Changes stats: +9 Str / +10 Dex / +6 Cun Changes resistances: +71% fire Changes resistances penetration: +20% fire Changes damage: +21% mind / +3% fire Physical save: +20 (+5 eff.) Mental save: +25 (+6 eff.) A suit of armour made of leather. |
Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 23 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 50% Dex, 50% Mag, 70% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
self-loading quiver of yew arrows of erosion (21/21, 33.5-46.9 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 Turns elapse between self-loadings: 3 Damage (Ranged): +9 nature / +11 temporal Arrows are used with bows to pierce your foes to death. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
195 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. |
Skylord the voratun pickaxe (dig speed 9 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +10 Str / +8 Con Changes resistances: +9% lightning / +15% darkness / +5% arcane Changes resistances penetration: +5% lightning / +20% arcane Changes damage: +3% arcane / +15% fire / +15% mind / +6% nature Damage affinity(heal): +15% darkness Mental save: +15 (+3 eff.) Light radius: +2 Infravision radius: +9 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. |
woodsman's iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Mayebeth the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +24% lightning Mental save: +30 (+7 eff.) Silence immunity: +10% Knockback immunity: +25% Life regen: +0.60 Maximum life: +64.00 Maximum stamina: +10.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Gunumachak'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +1 Con Changes resistances: +6% acid / +6% nature / +3% darkness Life regen: +0.20 Maximum life: +46.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 18 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
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. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
66 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. |
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. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 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 (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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 216% efficiency and 52% 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 23 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 216% efficiency and 52% 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 23 turns. Medical salve. |
amazing pain suppressor salve [power 557] amazing pain suppressor salve [power 557]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 216% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -557 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
great fiery salve [power 39] great fiery salve [power 39]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 216% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (39% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
great healing salve [power 548] great healing salve [power 548]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 216% efficiency and 52% cooldown modifier. It can be used to heal 548, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
great healing salve [power 548] great healing salve [power 548]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 216% efficiency and 52% cooldown modifier. It can be used to heal 548, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
great pain suppressor salve [power 477] great pain suppressor salve [power 477]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 216% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -477 life and reduces all damage by 21% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 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 216% efficiency and 52% 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 23 turns. Medical salve. |
powerful water salve [power 34] powerful water salve [power 34]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 216% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (34% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 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 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! |
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! |
This item will automatically be transmogrified when you leave the level.quick voratun torque of thermal psionic shield [power 135] (12 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 135 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
7 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. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
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.
In a selfless act, you sacrificed yourself 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.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By vroom the Skeleton Archer level 34
31st Regrowth 123rd year of Ascendancy at 03:34 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By vroom the Skeleton Archer level 50
77th Dusk 123rd year of Ascendancy at 22:18 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By vroom the Skeleton Archer level 33
29th Regrowth 123rd year of Ascendancy at 06:21 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By vroom the Skeleton Archer level 45
38th Dusk 123rd year of Ascendancy at 04:51 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By vroom the Skeleton Archer level 37
7th Pyre 123rd year of Ascendancy at 20:56 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By vroom the Skeleton Archer level 11
8th Flare 122nd year of Ascendancy at 13:38 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By vroom the Skeleton Archer level 46
43rd Dusk 123rd year of Ascendancy at 20:53 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By vroom the Skeleton Archer level 36
4th Pyre 123rd year of Ascendancy at 03:41 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By vroom the Skeleton Archer level 31
22nd Regrowth 123rd year of Ascendancy at 22:43 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By vroom the Skeleton Archer level 25
26th Haze 122nd year of Ascendancy at 11:07 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By vroom the Skeleton Archer level 20
70th Dusk 122nd year of Ascendancy at 06:58 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By vroom the Skeleton Archer level 34
41st Regrowth 123rd year of Ascendancy at 04:47 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By vroom the Skeleton Archer level 50
45th Haze 123rd year of Ascendancy at 09:57 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By vroom the Skeleton Archer level 46
43rd Dusk 123rd year of Ascendancy at 23:32 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 vroom the Skeleton Archer level 29
49th Haze 122nd year of Ascendancy at 11:08 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By vroom the Skeleton Archer level 10
3rd Summertide 122nd year of Ascendancy at 15:17 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By vroom the Skeleton Archer level 20
70th Dusk 122nd year of Ascendancy at 05:35 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By vroom the Skeleton Archer level 30
14th Regrowth 123rd year of Ascendancy at 13:18 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By vroom the Skeleton Archer level 40
55th Pyre 123rd year of Ascendancy at 17:28 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By vroom the Skeleton Archer level 50
61st Dusk 123rd year of Ascendancy at 20:59 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By vroom the Skeleton Archer level 50
19th Dusk 124th year of Ascendancy at 06:59 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By vroom the Skeleton Archer level 43
16th Dusk 123rd year of Ascendancy at 20:49 see stats
Portal reaver (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed two invocation portals.By vroom the Skeleton Archer level 50
35th Dusk 124th year of Ascendancy at 16:18 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By vroom the Skeleton Archer level 16
52nd Dusk 122nd year of Ascendancy at 01:20 see stats
Selfless (Insane (Roguelike) difficulty)
Won ToME by closing the Void portal using yourself as a sacrifice.By vroom the Skeleton Archer level 50
35th Dusk 124th year of Ascendancy at 16:19 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By vroom the Skeleton Archer level 25
26th Haze 122nd year of Ascendancy at 05:48 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By vroom the Skeleton Archer level 19
69th Dusk 122nd year of Ascendancy at 18:58 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By vroom the Skeleton Archer level 36
4th Pyre 123rd year of Ascendancy at 06:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By vroom the Skeleton Archer level 9
1st Summertide 122nd year of Ascendancy at 21:42 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By vroom the Skeleton Archer level 50
19th Dusk 124th year of Ascendancy at 21:27 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By vroom the Skeleton Archer level 34
51st Regrowth 123rd year of Ascendancy at 16:18 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By vroom the Skeleton Archer level 13
16th Dusk 122nd year of Ascendancy at 18:03 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By vroom the Skeleton Archer level 38
36th Pyre 123rd year of Ascendancy at 00:38 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By vroom the Skeleton Archer level 19
70th Dusk 122nd year of Ascendancy at 04:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By vroom the Skeleton Archer level 13
22nd Dusk 122nd year of Ascendancy at 12:52 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By vroom the Skeleton Archer level 26
33rd Haze 122nd year of Ascendancy at 22:32 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By vroom the Skeleton Archer level 33
28th Regrowth 123rd year of Ascendancy at 00:55 see stats
Log
Viral Injection from Vroom hits Argoniel for 9 blight damage.
vroom repels an attack from Vampire.
Vroom shoots!
Vroom's Intuitive Shots performs a ranged critical strike against Vampire!
Vroom's tinker attains critical power!
Vampire is injected with a pathogen!
Vampire is pinned to the ground.
Vroom's Intuitive Shots hits Something for 1 arcane, 4 temporal (5 total damage).
Vroom's Intuitive Shots hits Argoniel for 1 arcane, 2 temporal (2 total damage).
Vroom's Intuitive Shots hits Vampire for 746 physical, 22 darkness, 34 temporal, 20 mind, 2 arcane, 5 temporal, 29 blight (858 total damage).
Vroom's Intuitive Shots hits Lesser vampire for 2 arcane, 5 temporal (7 total damage).
Vroom's Shoot performs a ranged critical strike against Argoniel!
Argoniel shrugs off the critical damage!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Portal reaver (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Vroom's Shoot hits Argoniel for 175 physical damage.
Vroom's Shoot killed Argoniel!
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Insane (Roguelike) difficulty)!
Saving done.
Vroom deactivates Intuitive Shots.
Vroom deactivates Trained Reactions.
Vroom deactivates Aim.
The shield around vroom crumbles.
Vroom deactivates Chant of Fortitude.

































































































































