








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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:
Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 43 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nitta the golem at level 22 on the 7th Allure 123rd year of Ascendancy at 12:40 / 1 |
Primary Stats
| Strength | 22 (base 16) |
| Dexterity | 8 (base 8) |
| Constitution | 59 (base 42) |
| Magic | 79 (base 60) |
| Willpower | 72 (base 52) |
| Cunning | 34 (base 28) |
Resources
| Life | 1066/1066 |
| Mana | 619/619 |
| Positive | 13/156 |
| Healing Factor | 2.01096069869 |
| Regeneration | 2.9158930131005 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 18 |
| Crit Chance | 17% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 15% |
| Speed | 1 |
| Cooldown Reduction | 40 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +28% |
| Temporal | +38% |
| Fire | +50% |
| Physical | +20% |
| Mind | +20% |
| All | +8% |
Offense: Damage Penetration
| Arcane | +15% |
| Fire | +56% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (45%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 49 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 52%( 70%) |
| Arcane | + 19%( 70%) |
| Mind | + 20%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 28%( 70%) |
| Temporal | + 49%( 75%) |
| Physical | + 21%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 18% |
| Silence Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 9 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 495 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1409% for 10 turns and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 869% 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 Constitution stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Burning Wake |
| talent | Chant of Fortress |
| talent | Quicken Spells |
| talent | Shielding |
| talent | Wildfire |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by saw horror. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by armoured skeleton warrior. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost tinker from death by Zebot. Escort: lost tinker (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by forest wight. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the repented thief from death by skeleton master archer. Escort: repented thief (level 3 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 235. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | treant's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +11% nature / +11% blight Poison immunity: +18% Disease immunity: +21% Life regen: +1.20 Maximum life: +68.00 Healing mod.: +14% Rings can have magical properties. |
| On fingers | BrenerigPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +17 Physical power: +20 (+9 eff.) Defense: +17 (+9 eff.) Changes stats: +10 Mag Changes resistances: +12% blight / +20% temporal Changes resistances penetration: +15% arcane Changes damage: +8% all / +20% temporal Reduces incoming crit damage: 15.00% Spell save: +20 (+7 eff.) Spellpower: +22 (+6 eff.) Mindpower: +20 (+6 eff.) Damage Shield penetration: +20% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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. Rings can have magical properties. |
| Around neck | Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
| In main hand | Blackradiance the dragonbone magestaff (30-36 power, 10 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +12 darkness When wielded/worn: Changes resistances: +9% acid / +3% mind Changes damage: +30% fire / +12% physical Talent granted: +1 Command Staff Disease immunity: +15% Silence immunity: +15% Mana each turn: +0.30 Maximum mana: +95.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic dwarven-steel gauntlets of dispersion (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 10 arcane Changes stats: +4 Mag / +3 Wil Changes resistances: +5% arcane Mental save: +8 (+3 eff.) Maximum life: +61.00 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Gunedundil the SunboneInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * 15% chance to blind Changes resistances: +3% mind Changes damage: +12% mind Physical save: +14 (+5 eff.) Mental save: +12 (+4 eff.) Stamina each turn: +0.60 Maximum life: +71.00 Mindpower: +11 (+3 eff.) Mental crit. chance: +12% Light radius: +9 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | elven-silk cloak 'Poluwen' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +6 Str / +3 Wil / +11 Con Changes resistances: +15% lightning / +15% fire Physical save: +14 (+5 eff.) Spell save: +15 (+5 eff.) Maximum life: +108.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | spiritwalker's hardened leather belt of valiancePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag / +3 Wil Mental save: +8 (+3 eff.) Mana each turn: +0.28 Maximum life: +53.00 Maximum mana: +30.00 A belt that goes around your waist. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 81.76 physical damage and 174.42 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 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. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This item has been sent to the Item's Vault. |
bright alchemist's lamp of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% light Changes damage: +6% darkness Damage affinity(heal): +5% darkness Light radius: +7 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 172.58 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)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 202 power out of 263/400. 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. |
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. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Zebot the Cornac Archmage level 31
16th Dusk 123rd year of Ascendancy at 15:35 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Zebot the Cornac Archmage level 30
14th Dusk 123rd year of Ascendancy at 22:25 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Zebot the Cornac Archmage level 35
45th Dusk 123rd year of Ascendancy at 14:35 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Zebot the Cornac Archmage level 40
18th Regrowth 124th year of Ascendancy at 03:49 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Zebot the Cornac Archmage level 33
39th Dusk 123rd year of Ascendancy at 05:10 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Zebot the Cornac Archmage level 36
4th Haze 123rd year of Ascendancy at 06:55 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Zebot the Cornac Archmage level 32
34th Dusk 123rd year of Ascendancy at 08:22 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Zebot the Cornac Archmage level 18
10th Haze 122nd year of Ascendancy at 12:17 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Zebot the Cornac Archmage level 18
11st Haze 122nd year of Ascendancy at 15:38 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zebot the Cornac Archmage level 29
69th Regrowth 123rd year of Ascendancy at 18:00 see stats
Fast Curse Dispel (Roguelike)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Zebot the Cornac Archmage level 36
4th Haze 123rd year of Ascendancy at 06:55 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zebot the Cornac Archmage level 28
65th Regrowth 123rd year of Ascendancy at 01:28 see stats
Level 10 (Roguelike)
Got a character to level 10.By Zebot the Cornac Archmage level 10
7th Mirth 122nd year of Ascendancy at 15:21 see stats
Level 20 (Roguelike)
Got a character to level 20.By Zebot the Cornac Archmage level 20
59th Haze 122nd year of Ascendancy at 07:16 see stats
Level 30 (Roguelike)
Got a character to level 30.By Zebot the Cornac Archmage level 30
8th Pyre 123rd year of Ascendancy at 21:26 see stats
Level 40 (Roguelike)
Got a character to level 40.By Zebot the Cornac Archmage level 40
18th Regrowth 124th year of Ascendancy at 01:25 see stats
Orbituary (Roguelike)
Stabilized the Abashed Expanse to maintain it in orbit.By Zebot the Cornac Archmage level 2
75th Pyre 122nd year of Ascendancy at 03:49 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Zebot the Cornac Archmage level 17
71st Dusk 122nd year of Ascendancy at 13:14 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Zebot the Cornac Archmage level 29
5th Pyre 123rd year of Ascendancy at 04:45 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Zebot the Cornac Archmage level 33
34th Dusk 123rd year of Ascendancy at 10:56 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Zebot the Cornac Archmage level 11
2nd Summertide 122nd year of Ascendancy at 01:01 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Zebot the Cornac Archmage level 18
11st Haze 122nd year of Ascendancy at 00:34 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zebot the Cornac Archmage level 20
61st Haze 122nd year of Ascendancy at 09:48 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Zebot the Cornac Archmage level 42
42nd Regrowth 124th year of Ascendancy at 00:33 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Zebot the Cornac Archmage level 36
1st Haze 123rd year of Ascendancy at 15:15 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Zebot the Cornac Archmage level 28
65th Regrowth 123rd year of Ascendancy at 00:04 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Zebot the Cornac Archmage level 18
11st Haze 122nd year of Ascendancy at 03:08 see stats
Unstoppable (Roguelike)
Returned from the dead.By Zebot the Cornac Archmage level 22
7th Allure 123rd year of Ascendancy at 12:40 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Zebot the Cornac Archmage level 30
13rd Dusk 123rd year of Ascendancy at 06:13 see stats
Log
Today is the 61st Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 23:06.
Saving game...
You transfer Steel Helm of Garkul (0 def, 6 armour) from the online item's vault.
Saving done.
You transfer Breneyadan the pair of voratun boots (6 def, 13 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Zebot deactivates Quicken Spells.
Zebot deactivates Wildfire.
Zebot deactivates Chant of Fortress.
Zebot deactivates Shielding.
Zebot deactivates Burning Wake.















































































