











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Marauder |
| Level / Exp | 50 / 3940% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 91 (base 63) |
| Dexterity | 85 (base 59) |
| Constitution | 49 (base 17) |
| Magic | 58 (base 21) |
| Willpower | 42 (base 9) |
| Cunning | 95 (base 58) |
Resources
| Life | 1888/1888 |
| Stamina | 170/275 |
| Healing Factor | 2.2332873839942 |
| Regeneration | 76.388777859149 |
Speed
| Mental | +15.90915249512% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +160.79959487286% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 7 |
| See Stealth | 67.961386422811 |
| See Invisible | 93.961386422814 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 170 |
| Accuracy | 81 |
| Crit Chance | 133% |
| APR | 96 |
| Speed | 0.86 |
Offense: Offhand
| Damage | 151 |
| Accuracy | 81 |
| Crit Chance | 147% |
| APR | 68 |
| Speed | 0.86 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +196% |
| Darkness | +109% |
| Light | +43% |
| Temporal | +97% |
| Nature | +56% |
| Arcane | +29% |
| Fire | +38% |
| All | +26% |
Offense: Damage Penetration
| Darkness | +17% |
| Light | +25% |
| Temporal | +25% |
| Blight | +25% |
| Physical | +119% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 48.102633403899 (100%) |
| Defense | 94 |
| Ranged Defense | 94 |
| Fatigue | 0 |
| Physical Save | 86 |
| Spell Save | 61 |
| Mental Save | 71 |
Defense: Resistances
| Darkness | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Fire | + 70%( 70%) |
| All | + 71%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 29% |
| Pinning Resistance | 42% |
| Disarm Resistance | 94% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 42% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 6 times. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 6 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 125 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Duelist | 1.60 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.60 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Battle tactics | 1.60 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.60 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 1.60 |
| 1/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Technique / Conditioning | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Precise Strikes |
| talent | Trained Reactions |
| talent | Chant of Fortress |
| talent | Total Thuggery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The thrill of combat improves the target's maximum life by 16%, life regeneration by 33.95, and stamina regeneration by 6.79. Bloodbath |
| beneficial effect | Increases defense by 24. Mobile Defense |
| beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 7 Net Damage: 191 - 267 Accuracy: 97 (knife) APR: 70 Crit Chance: +153% Crit mult: 322% Uses Stats: 70% Dex, 50% Str |
| beneficial effect | Reduces physical damage received by 28% and provides a 15% chance to ignore critical hits. Juggernaut |
| beneficial effect | The target is out of phase with reality, increasing defense by 40, resist all by 40%, and reducing the duration of detrimental timed effects by 40%. Out of PhaseThese effects cap at 40%. |
| beneficial effect | The target has 35% chance to evade melee and ranged attacks and gains 41 defense. Evasion |
| beneficial effect | The target is protected a raging storm deflecting up to 2 instances of damage over 23. Stormshield |
| beneficial effect | Each melee blow landed has a 64% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
| beneficial effect | Increases global action speed by 61%. Speed |
| beneficial effect | The target's skin turns to stone, granting 17 armour, 30% armour hardiness, 21 physical save and 21 spell save. Dwarven Resilience |
| beneficial effect | Parrying melee and ranged attacks: Has a 84% chance to deflect up to 37 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | Reduces all incoming all damage by 171. All Psionic Shield |
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 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the repented thief from death by Belowyn the venom drake hatchling. Escort: repented thief (level 2 of Norgos Lair) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Aerayalle the stone troll. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within3 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. | 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 your homeland 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
| On feet | Aruba (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +7 Wil / +3 Cun / +7 Con Changes resistances penetration: +8% physical Critical mult.: +10.00% Physical save: +17 (+3 eff.) Mental save: +16 (+4 eff.) Silence immunity: +29% Confusion immunity: +31% Stun/Freeze immunity: +29% Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 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 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 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. |
| Light source | VelamaInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical save: +13 (+2 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +20% Poison immunity: +20% Stun/Freeze immunity: +20% Maximum life: +69.00 Light radius: +9 Healing mod.: +46% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Chargepeal the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Damage when hit (Melee): 10 lightning Changes stats: +7 Wil / +6 Mag Changes resistances: +17% darkness / +16% physical Changes resistances penetration: +25% blight Changes damage: +11% temporal / +31% physical / +23% darkness / +11% light Maximum hate: +13.00 Spellpower: +5 (+2 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
| On hands | Ce'Nolrabeth the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Physical power: +11 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +5 Str / +3 Wil / +4 Con Critical mult.: +24.00% Physical save: +30 (+6 eff.) Spell save: +8 (+2 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +44% Mana each turn: +0.04 Spell crit. chance: +11% Mental crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 43.0 - 60.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +22.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +22 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 5.9 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 38% and provides a 22% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Emavena the voratun torque of psionic shield [power 171] (11/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Defense: +32 (+6 eff.) Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +26% physical Critical mult.: +10.00% Stamina each turn: +3.16 Only die when reaching: -84.29 life Maximum hate: +10.54 It can be used to setup a psionic shield, reducing all damage taken by 171 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | Scorchtooth the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil Changes resistances: +18% physical Changes resistances penetration: +10% temporal Changes damage: +18% physical / +9% fire Critical mult.: +15.00% Mental save: +13 (+3 eff.) Disarm immunity: +50% Confusion immunity: +46% Pinning immunity: +42% Knockback immunity: +42% Maximum life: +43.00 Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes damage: +19% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+5 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets make your neck look great! |
| In main hand | Blade of Distorted Time (40-56 power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 78 temporal damage and slows enemies in radius 6 of the target by 88% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 6 power out of 8/10) : Effective talent level: 5.5 Power cost: 6 out of 8/10. Range: 9 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
| Around waist | drakeskin leather belt 'Lavacast'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+4 eff.) Changes resistances: +9% fire Changes resistances penetration: +14% physical / +5% darkness / +25% fire Changes damage: +3% fire / +18% darkness / +25% physical Stealth bonus: +15 Maximum life: +109.00 Maximum mana: +73.00 Maximum stamina: +58.00 Maximum hate: +18.00 Maximum psi: +37.00 Maximum vim: +30.00 Maximum pos.energy: +34.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
| In off hand | Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Str, 35% Dex, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Cloak | Zubimiba the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +3 (+0 eff.) Defense: +3 (+0 eff.) Fatigue: -7% Damage when hit (Melee): 4 arcane Changes stats: +1 Con Changes resistances: +22% darkness / +28% temporal Changes damage: +3% arcane Critical mult.: +30.00% Stealth bonus: +12 Vim when firing critical spell: +1.00 Maximum mana: +60.00 See invisible: +12 Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Zanoduchak the Starshear (0 def, 0 armour) =haha=Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +7 Mag / +4 Con Changes resistances: +28% physical / +15% all Changes resistances penetration: +25% light / +15% temporal / +12% darkness / +31% physical Changes damage: +6% light / +30% temporal / +22% darkness / +66% physical Maximum hate: +13.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +5% Light radius: +3 Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
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 (+3 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. |
Sepsisbringer the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% Changes resistances: +15% darkness / +15% cold Mental save: +6 (+2 eff.) Cut immunity: +20% Stun/Freeze immunity: +70% Life regen: +8.00 Maximum life: +101.00 Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
voratun ring 'Zanedoleg'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +13 Physical power: +16 (+3 eff.) Defense: +13 (+2 eff.) Damage when hit (Melee): 8 arcane Changes resistances: +3% acid / +18% physical Changes damage: +18% physical / +8% all Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Spellpower: +20 (+7 eff.) Mindpower: +18 (+6 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 5.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 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 207% 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 make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.harmonious thorny mindstar of balance (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% nature Changes resistances penetration: +4% nature Changes damage: +7% nature Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +1.40 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.horrifying thorny mindstar of venom (10-10 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 acid / 6 mind / 4 darkness Changes resistances: +6% acid Changes resistances penetration: +6% acid Changes damage: +9% acid / +4% mind / +5% darkness Talent granted: +1 Attune Mindstar Life regen: +3.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.swiftstrike hardened leather sling of lightning Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Travel speed: +200% Damage (Ranged): +10 lightning When wielded/worn: Changes stats: +4 Cun Changes damage: +10% lightning Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+15 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 114 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Salurewen the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Cun / +7 Wil Changes resistances: +18% acid / +6% temporal Changes resistances penetration: +10% acid / +38% physical / +5% arcane / +5% temporal Changes damage: +6% acid / +40% physical Damage against: +37% Summoned Reduced damage from: +34% Summoned A belt that goes around your waist. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 68% (based on Cunning) Activation costs 29 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Velybeth the Gloomstreak (10 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 8 mind Changes resistances: +6% mind Changes resistances penetration: +20% darkness Changes damage: +3% darkness / +6% mind Stamina each turn: +1.60 Maximum life: +53.00 Maximum stamina: +27.00 Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 5.6 Power cost: 18 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 37% chance to evade melee and ranged attacks and 53 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Umbraknight' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +10 (+2 eff.) Armour: +4 Fatigue: +3% Effects on melee hit: * 23% chance to reduce damage dealt by 25% Changes stats: +10 Dex Changes resistances: +3% physical Changes resistances penetration: +20% physical Changes damage: +18% physical Critical mult.: +20.00% Physical save: +18 (+3 eff.) Stamina each turn: +0.90 Maximum stamina: +26.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.wanderer's pair of dwarven-steel boots of force (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Physical save: +11 (+2 eff.) Mental save: +10 (+3 eff.) Spellpower: +7 (+2 eff.) Mindpower: +9 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Smolderkiller (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +13% acid / +9% light / +33% fire / +27% cold / +12% lightning Changes resistances penetration: +15% light / +15% fire Changes damage: +6% fire Allows you to breathe in: water Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Glimmerwing' (0 def, 21 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +21 Fatigue: +5% Changes stats: +3 Wil Changes resistances: +12% acid / +10% fire / +13% cold Changes resistances penetration: +26% physical Critical mult.: +15.00% Stamina each turn: +3.10 Light radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Mental save: +16 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening hardened leather armour of cold resistance (9 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +5 Cun / +7 Wil Changes resistances: +15% cold Mental save: +16 (+4 eff.) A suit of armour made of leather. |
247 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
brutal voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +8 (+2 eff.) Changes stats: +3 Str Critical mult.: +12.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 46 power out of 150/150) : Effective talent level: 5.5 Power cost: 46 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 33.50 cold damage and 78.69 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
GetusalagornInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Defense: +14 (+3 eff.) Changes stats: +3 Cun Changes resistances: +6% mind Changes resistances penetration: +15% all Physical save: +31 (+6 eff.) Spell save: +19 (+5 eff.) Mental save: +27 (+7 eff.) Maximum psi: +20.00 Mindpower: +20 (+6 eff.) Light radius: +7 Healing mod.: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Cobrapain'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +30 (+6 eff.) Armour: +2 Defense: +10 (+2 eff.) Changes stats: +6 Wil / +1 Con Changes resistances penetration: +13% all / +20% cold Changes damage: +3% nature Critical mult.: +15.00% Blindness immunity: +45% Confusion immunity: +30% Light radius: +11 See stealth: +22 See invisible: +19 It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 5.9 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 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 Activation costs 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 Activation costs 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 Activation costs 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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
2 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. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 108% of the healing done. This effect scales with your Magic stat. Activation costs 43 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 116 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. |
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) Activation costs 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. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots of amnesia (18/18, 20-25 power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
5 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. |
4 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 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Marjain XIII the Dwarf Marauder level 42
20th Wealth 123rd year of Ascendancy at 08:00 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Marjain XIII the Dwarf Marauder level 50
23rd Gold 124th year of Ascendancy at 19:30 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Marjain XIII the Dwarf Marauder level 42
18th Wealth 123rd year of Ascendancy at 15:40 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Marjain XIII the Dwarf Marauder level 47
7th Dearth 123rd year of Ascendancy at 00:49 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Marjain XIII the Dwarf Marauder level 48
12nd Dearth 123rd year of Ascendancy at 08:55 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Marjain XIII the Dwarf Marauder level 50
22nd Profit 124th year of Ascendancy at 15:11 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Marjain XIII the Dwarf Marauder level 50
4th Iron 124th year of Ascendancy at 19:44 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Marjain XIII the Dwarf Marauder level 45
1st Dearth 123rd year of Ascendancy at 12:00 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Marjain XIII the Dwarf Marauder level 32
35th Steel 123rd year of Ascendancy at 22:25 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Marjain XIII the Dwarf Marauder level 50
5th Shortage 123rd year of Ascendancy at 05:43 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Marjain XIII the Dwarf Marauder level 11
26th Profit 122nd year of Ascendancy at 04:57 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Marjain XIII the Dwarf Marauder level 50
6th Voratun 124th year of Ascendancy at 02:21 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Marjain XIII the Dwarf Marauder level 44
27th Wealth 123rd year of Ascendancy at 07:17 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Marjain XIII the Dwarf Marauder level 34
4th Gold 123rd year of Ascendancy at 03:21 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Marjain XIII the Dwarf Marauder level 28
17th Shortage 122nd year of Ascendancy at 23:27 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Marjain XIII the Dwarf Marauder level 50
11st Profit 124th year of Ascendancy at 12:57 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Marjain XIII the Dwarf Marauder level 22
6th Loss 122nd year of Ascendancy at 13:50 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Marjain XIII the Dwarf Marauder level 33
40th Steel 123rd year of Ascendancy at 23:22 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Marjain XIII the Dwarf Marauder level 37
36th Stralite 123rd year of Ascendancy at 23:10 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Marjain XIII the Dwarf Marauder level 50
10th Voratun 124th year of Ascendancy at 14:48 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Marjain XIII the Dwarf Marauder level 50
6th Voratun 124th year of Ascendancy at 07:12 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Marjain XIII the Dwarf Marauder level 50
14th Iron 124th year of Ascendancy at 22:19 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Marjain XIII the Dwarf Marauder level 49
13rd Dearth 123rd year of Ascendancy at 03:12 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Marjain XIII the Dwarf Marauder level 10
1st Acquisition 122nd year of Ascendancy at 22:11 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Marjain XIII the Dwarf Marauder level 20
3rd Dearth 122nd year of Ascendancy at 05:47 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Marjain XIII the Dwarf Marauder level 30
29th Shortage 122nd year of Ascendancy at 16:39 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Marjain XIII the Dwarf Marauder level 40
10th Voratun 123rd year of Ascendancy at 04:54 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Marjain XIII the Dwarf Marauder level 50
13rd Dearth 123rd year of Ascendancy at 03:12 see stats
Now, this is impressive! (Insane (Roguelike) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Marjain XIII the Dwarf Marauder level 50
37th Profit 124th year of Ascendancy at 17:54 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Marjain XIII the Dwarf Marauder level 50
26th Stralite 124th year of Ascendancy at 16:26 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Marjain XIII the Dwarf Marauder level 30
28th Iron 123rd year of Ascendancy at 08:34 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Marjain XIII the Dwarf Marauder level 50
39th Stralite 124th year of Ascendancy at 01:35 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Marjain XIII the Dwarf Marauder level 50
2nd Shortage 123rd year of Ascendancy at 12:08 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Marjain XIII the Dwarf Marauder level 30
10th Steel 123rd year of Ascendancy at 15:44 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Marjain XIII the Dwarf Marauder level 45
27th Wealth 123rd year of Ascendancy at 11:46 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Marjain XIII the Dwarf Marauder level 6
19th Voratun 122nd year of Ascendancy at 15:39 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Marjain XIII the Dwarf Marauder level 50
11st Profit 124th year of Ascendancy at 12:55 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Marjain XIII the Dwarf Marauder level 46
4th Dearth 123rd year of Ascendancy at 11:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Marjain XIII the Dwarf Marauder level 10
2nd Acquisition 122nd year of Ascendancy at 15:22 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Marjain XIII the Dwarf Marauder level 50
3rd Gold 124th year of Ascendancy at 08:30 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By Marjain XIII the Dwarf Marauder level 33
39th Steel 123rd year of Ascendancy at 20:00 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Marjain XIII the Dwarf Marauder level 30
11st Steel 123rd year of Ascendancy at 12:14 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Marjain XIII the Dwarf Marauder level 50
11st Profit 124th year of Ascendancy at 12:57 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Marjain XIII the Dwarf Marauder level 50
19th Gold 124th year of Ascendancy at 04:02 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Marjain XIII the Dwarf Marauder level 10
1st Profit 122nd year of Ascendancy at 10:13 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Marjain XIII the Dwarf Marauder level 50
31st Dearth 123rd year of Ascendancy at 09:33 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Marjain XIII the Dwarf Marauder level 24
15th Loss 122nd year of Ascendancy at 05:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Marjain XIII the Dwarf Marauder level 18
20th Wealth 122nd year of Ascendancy at 12:06 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Marjain XIII the Dwarf Marauder level 41
16th Wealth 123rd year of Ascendancy at 17:36 see stats
Log
Marjain XIII uses Fan of Knives.
Marjain XIII's Fan of Knives performs a melee critical strike against Linaniil, Supreme Archmage of Angolwen!
Greater Weapon Focus from Marjain XIII performs a melee critical strike against Linaniil, Supreme Archmage of Angolwen!
Marjain XIII's Fan of Knives performs a melee critical strike against Linaniil, Supreme Archmage of Angolwen!
Marjain XIII's Fan of Knives performs a melee critical strike against Linaniil, Supreme Archmage of Angolwen!
Marjain XIII's Fan of Knives performs a melee critical strike against Linaniil, Supreme Archmage of Angolwen!
Greater Weapon Focus from Marjain XIII performs a melee critical strike against Linaniil, Supreme Archmage of Angolwen!
Linaniil, Supreme Archmage of Angolwen is crippled.
Greater Weapon Focus from Marjain XIII performs a melee critical strike against Linaniil, Supreme Archmage of Angolwen!
New Achievement: Now, this is impressive! (Insane (Roguelike) difficulty)!
Poison bursts out of Linaniil, Supreme Archmage of Angolwen's corpse!
Greater Weapon Focus from Marjain XIII hits Linaniil, Supreme Archmage of Angolwen for 1284 physical, 916 physical, 57 physical, 1661 physical (3919 total damage).
Marjain XIII's Fan of Knives hits Linaniil, Supreme Archmage of Angolwen for 1634 physical damage.
Marjain XIII's Fan of Knives hits Linaniil, Supreme Archmage of Angolwen for 1506 physical, (881 shifted), 0 physical, 57 physical (1563 total damage).
Marjain XIII's Fan of Knives hits Linaniil, Supreme Archmage of Angolwen for 1654 physical damage.
Marjain XIII's Fan of Knives killed Linaniil, Supreme Archmage of Angolwen!
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Marjain XIII for (171 flat reduction), (519 stormshielded), 0 arcane (0 total damage).
You pickup 2.25 gold pieces.
Marjain XIII picks up (q.): enlightening dwarven-steel mail armour (3 def, 8 armour).
Marjain XIII picks up (i.): swiftstrike hardened leather sling of lightning.
Marjain XIII picks up (s.): enlightening hardened leather armour of cold resistance (9 def, 6 armour).
Marjain XIII picks up (p.): wanderer's pair of dwarven-steel boots of force (0 def, 4 armour).
Marjain XIII picks up (M.): pouch of steel shots of amnesia (18/18, 20-25 power, 2 apr).
Marjain XIII picks up (i.): harmonious thorny mindstar of balance (8-9 power, 24 apr, mind damage).
Marjain XIII picks up (j.): horrifying thorny mindstar of venom (10-10 power, 24 apr, mind damage).
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Marjain XIII for (171 flat reduction), (519 stormshielded), 0 arcane (0 total damage).
Marjain XIII no longer revels in blood quite so much.


















































































































