
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 2847% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 138 (base 66) |
| Dexterity | 143 (base 62) |
| Constitution | 23 (base 13) |
| Magic | 110 (base 60) |
| Willpower | 55 (base 16) |
| Cunning | 62 (base 38) |
Resources
| Life | 530/1359 |
| Stamina | 8/300 |
| Paradox | 300 |
| Healing Factor | 1.7399022211822 |
| Regeneration | 66.834587564507 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 13 |
| Infravision | 8 |
| See Stealth | 36.889385242605 |
| See Invisible | 70.889385242605 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 358 |
| Accuracy | 97 |
| Crit Chance | 100% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +66% |
| Blight | +27% |
| Arcane | +24% |
| Cold | +61% |
| All | +18% |
| Lightning | +55% |
| Temporal | +61% |
| Physical | +165% |
| Fire | +43% |
| Mind | +24% |
Offense: Damage Penetration
| Darkness | +35% |
| Temporal | +62% |
| Acid | +45% |
| Physical | +93% |
| Mind | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 41 (69.687909656376%) |
| Defense | 108 |
| Ranged Defense | 108 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 39 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 55%( 70%) |
| Arcane | + 40%( 70%) |
| Cold | + 70%( 70%) |
| All | + 37%( 70%) |
| Lightning | + 60%( 70%) |
| Light | + 69%( 70%) |
| Physical | + 70%( 70%) |
| Mind | + 48%( 70%) |
| Darkness | + 39%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 99% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 39% |
| Bleed Resistance | 100% |
| Disarm Resistance | 85% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 93% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 44 up to 8 times. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 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 262 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 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: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 8 times. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Chant of Fortitude |
| talent | Trained Reactions |
| talent | Contingency |
| talent | Concealment |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 19%. Exhaustion |
| beneficial effect | The target has 18 increased life regeneration. Recovery |
| detrimental effect | Soul absorbed upon death. Soul Leech |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 48%. Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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.. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4257. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the 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 brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Chamihad the pair of voratun boots (23 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +23 (+4 eff.) Fatigue: +4% Changes stats: +5 Str / +19 Dex Changes resistances: +5% arcane Changes resistances penetration: +14% physical Silence immunity: +39% Confusion immunity: +42% Stun/Freeze immunity: +33% Maximum stamina: +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of dragonbone arrows 'Helloath' (38/54, 198% power, 32 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 198% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +32 Crit. chance: +41.0% Capacity: 54 On weapon hit: * 23% chance to reduce all saves and defense by 27 On weapon crit: * Wound the target dealing 389 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +20 fire / +8 mind Damage (radius 1) on hit: +23 mind When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| On head | Adowyn the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +23 (+4 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +13 Str / +13 Dex / +13 Wil / +6 Cun Changes resistances: +6% mind / +27% physical Physical save: +28 (+10 eff.) A cap made of leather. |
| Tool | Rootmarrow the iron pickaxe (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +25 (+4 eff.) Physical crit. chance: +4.0% Armour: +8 Effects on melee hit: * 20% chance to slow global speed by 54% * 20% chance to reduce armor by 39% Changes stats: +1 Str / +2 Dex Changes resistances penetration: +22% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun bloodstone ring =%110 stun res lol=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: * 10 arcane resource burn Changes resistances: +12% blight / +3% darkness Changes damage: +15% lightning Mental save: +14 (+5 eff.) Disarm immunity: +40% Confusion immunity: +47% Pinning immunity: +50% Stun/Freeze immunity: +110% Knockback immunity: +47% Life regen: +8.00 Maximum life: +37.00 Rings make your fingers look great! |
| On fingers | voratun ring 'Ce'Nilrana'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 acid Changes stats: +3 Wil Changes resistances: +19% acid / +18% physical / +27% cold / +30% fire / +24% lightning Changes damage: +6% arcane / +18% physical Disarm immunity: +45% Pinning immunity: +50% Knockback immunity: +46% Maximum life: +49.00 Spell crit. chance: +1% Damage Shield penetration: +10% Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon =glowing core ftw=0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +50% light / +50% fire Changes damage: +9% all Damage affinity(heal): +20% light / +20% fire Grants telepathy: Demon/Major Demon/Minor Blindness immunity: +100% Spellpower: +16 (+4 eff.) Light radius: +4 Infravision radius: +3 See invisible: +34 Healing mod.: +50% Amulets make your neck look great! |
| In main hand | Glilramira the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +18 (+3 eff.) Physical crit. chance: +9.0% Ammo reloads per turn: +11 Changes stats: +8 Mag Changes resistances: +12% acid Changes resistances penetration: +37% temporal / +32% physical Changes damage: +9% blight / +43% temporal / +61% physical Talent mastery: +0.30 Chronomancy / Bow Threading Talent cooldown: Arrow Stitching (-1 turn) Physical save: +6 (+2 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
| Main armor | Silonn (0 def, 0 armour) =no mountain reroll=Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Str / +6 Mag / +8 Wil / +2 Cun Changes resistances: +13% lightning / +16% physical / +14% fire / +29% cold / +60% acid / +15% all Changes resistances penetration: +10% mind / +20% acid Changes damage: +22% lightning / +46% physical / +25% fire / +43% cold / +6% mind / +48% acid Talent cooldown: Refit Golem (-4 turns) Maximum hate: +2.00 Mindpower: +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Lisybretira the Gloomquench (13 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +17 Physical power: +20 (+3 eff.) Armour: +9 Defense: +13 (+2 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +2% physical / +17% blight / +24% cold / +20% nature / +6% fire Changes resistances penetration: +10% darkness Critical mult.: +22.00% Stealth bonus: +11 Life regen: +9.00 Stamina each turn: +1.00 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | BranichikInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Armour: +8 Defense: +10 (+2 eff.) Changes stats: +4 Str / +4 Mag / +5 Wil Changes resistances: +12% mind Changes damage: +12% physical Critical mult.: +16.00% Stamina each turn: +2.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Inventory
wild infusion of the duelist (res 51%; mental, physical; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 51% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, arcane)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 3 darkness, 4 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 650 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
blink rune of the wizard (range 9; phase 31; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 185; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 185 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 181; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 181 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Aeroriana =damage=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +15 Physical crit. chance: +2.0% Damage when hit (Melee): 4 mind Changes stats: +2 Str Changes resistances penetration: +25% physical Changes damage: +12% physical Critical mult.: +35.00% Stamina each turn: +3.00 Amulets make your neck look great! |
Xumikira the Oozebone =res cap=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +16 Defense: +15 (+3 eff.) Changes stats: +5 Con Changes resistances: +9% acid / +5% arcane / +12% light / +6% nature Changes resistances cap: +13% all Physical save: +41 (+13 eff.) Life regen: +9.00 Maximum life: +73.00 Amulets make your neck look great! |
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 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
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 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 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. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +2 Physical power: +32 (+5 eff.) Changes stats: +8 Str / +6 Con Changes resistances: +35% acid / +17% fire / +21% lightning / +22% cold Changes damage: +6% acid Critical mult.: +15.00% Life regen: +17.00 Only die when reaching: -40.00 life Maximum life: +81.00 Healing mod.: +18% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
voratun Petrified Wood ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +13 Defense: +16 (+3 eff.) Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 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 make your fingers look great! |
voratun pearl ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Changes stats: +6 Str / +6 Con Changes resistances: +30% acid / +29% lightning / +27% cold / +23% fire / +5% all Rings make your fingers look great! |
voratun ring 'Elorin'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +16 Physical crit. chance: +5.0% Physical power: +15 (+2 eff.) Defense: +15 (+3 eff.) Changes stats: +10 Str / +3 Dex / +2 Cun / +11 Con Changes resistances: +3% nature / +6% temporal Changes damage: +10% all Mental save: +15 (+5 eff.) Confusion immunity: +45% Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +2 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 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 make your fingers look great! |
Awakened Staff of Absorption (172% 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. Power: 172% Range: 1.2x Uses stat: 180% 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 (+12 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 170 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." |
XeryveaInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Cun / +4 Dex Changes resistances: +6% mind / +3% blight Changes resistances penetration: +12% physical Changes damage: +3% mind / +23% physical Spell save: +6 (+2 eff.) Maximum life: +41.00 Mental crit. chance: +5% A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Siliwen (3 def, 0 armour) =res pen=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Physical power: +31 (+5 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +5 Dex Changes resistances: +8% physical Changes resistances penetration: +26% physical Changes damage: +9% physical Stamina each turn: +3.10 Maximum life: +97.00 Maximum stamina: +40.00 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glanne (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +20.0% Physical power: +19 (+3 eff.) Armour: +3 Damage when hit (Melee): 6 arcane Changes stats: +5 Str Changes resistances penetration: +15% blight Critical mult.: +15.00% Physical save: +8 (+3 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +50% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +30 (+8 eff.) Spell crit. chance: +18% Mental crit. chance: +12% 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: Power: 157% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Aderira the quiver of elven-wood arrows (20/20, 182% power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 183% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +17.5% Capacity: 20 On weapon hit: * 20% chance to reduce armor by 39% * 20% chance to reduce all saves and defense by 27 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 278 physical damage On weapon crit: * Wound the target dealing 389 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (radius 1) on hit: +4 mind / +12 acid Damage (radius 2) on crit: +8 mind Arrows are used with bows to pierce your foes to death. |
Arkul's Siege Arrows (14/14, 180% power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 50% Dex, 50% Mag, 70% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Eremeroddakath the Scorpionhunter (22/22, 162% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 163% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 21% chance to reduce armor by 39% * 20% chance to knock the target back 3 spaces and deal 170 physical damage Damage (Ranged): +20 acid / +42 physical / +32 darkness / +20 light Damage (radius 1) on hit: +26 fire Damage (radius 2) on crit: +4 acid / +8 nature Damage against: +29% Living Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 156% power, 120 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 70% Dex, 90% Mag, 50% Str Damage type: Temporal darkness Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 26 power out of 30/30) : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 148.02 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 85 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
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 26 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. |
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. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By skeleton master archer the Skeleton Archer level 32
55th Pyre 123rd year of Ascendancy at 08:46 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By skeleton master archer the Skeleton Archer level 39
2nd Haze 123rd year of Ascendancy at 00:30 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By skeleton master archer the Skeleton Archer level 50
10th Dusk 124th year of Ascendancy at 17:58 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By skeleton master archer the Skeleton Archer level 39
1st Time of Equilibrium 123rd year of Ascendancy at 09:30 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By skeleton master archer the Skeleton Archer level 50
3rd Regrowth 124th year of Ascendancy at 06:19 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 skeleton master archer the Skeleton Archer level 50
6th Regrowth 124th year of Ascendancy at 10:35 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By skeleton master archer the Skeleton Archer level 50
57th Dusk 124th year of Ascendancy at 20:33 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By skeleton master archer the Skeleton Archer level 48
9th Allure 124th year of Ascendancy at 01:20 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By skeleton master archer the Skeleton Archer level 42
10th Haze 123rd year of Ascendancy at 16:07 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By skeleton master archer the Skeleton Archer level 30
27th Pyre 123rd year of Ascendancy at 12:12 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By skeleton master archer the Skeleton Archer level 34
4th Dusk 123rd year of Ascendancy at 22:14 see stats
Catch that Plumpkin! (Insane (Roguelike) difficulty)
Finish the Plumpkin event.By skeleton master archer the Skeleton Archer level 35
18th Dusk 123rd year of Ascendancy at 20:51 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By skeleton master archer the Skeleton Archer level 18
44th Dusk 122nd year of Ascendancy at 19:36 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By skeleton master archer the Skeleton Archer level 41
7th Haze 123rd year of Ascendancy at 07:54 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By skeleton master archer the Skeleton Archer level 32
53rd Pyre 123rd year of Ascendancy at 14:38 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By skeleton master archer the Skeleton Archer level 31
52nd Pyre 123rd year of Ascendancy at 13:04 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By skeleton master archer the Skeleton Archer level 50
37th Dusk 124th year of Ascendancy at 01:57 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By skeleton master archer the Skeleton Archer level 21
2nd Wintertide 123rd year of Ascendancy at 03:40 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By skeleton master archer the Skeleton Archer level 33
74th Pyre 123rd year of Ascendancy at 09:02 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By skeleton master archer the Skeleton Archer level 27
38th Regrowth 123rd year of Ascendancy at 03:36 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By skeleton master archer the Skeleton Archer level 50
32nd Dusk 124th year of Ascendancy at 07:27 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By skeleton master archer the Skeleton Archer level 50
59th Pyre 124th year of Ascendancy at 02:15 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By skeleton master archer the Skeleton Archer level 26
26th Regrowth 123rd year of Ascendancy at 11:04 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 skeleton master archer the Skeleton Archer level 50
6th Regrowth 124th year of Ascendancy at 11:56 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By skeleton master archer the Skeleton Archer level 10
9th Mirth 122nd year of Ascendancy at 15:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By skeleton master archer the Skeleton Archer level 20
59th Haze 122nd year of Ascendancy at 11:12 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By skeleton master archer the Skeleton Archer level 30
27th Pyre 123rd year of Ascendancy at 07:29 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By skeleton master archer the Skeleton Archer level 40
4th Haze 123rd year of Ascendancy at 12:26 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By skeleton master archer the Skeleton Archer level 50
2nd Regrowth 124th year of Ascendancy at 22:00 see stats
Now, this is impressive! (Insane (Roguelike) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By skeleton master archer the Skeleton Archer level 50
68th Dusk 124th year of Ascendancy at 06:43 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By skeleton master archer the Skeleton Archer level 50
10th Dusk 124th year of Ascendancy at 19:21 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By skeleton master archer the Skeleton Archer level 50
33rd Dusk 124th year of Ascendancy at 00:40 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By skeleton master archer the Skeleton Archer level 18
18th Haze 122nd year of Ascendancy at 23:53 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By skeleton master archer the Skeleton Archer level 50
34th Regrowth 124th year of Ascendancy at 02:48 see stats
Sequence Master (Insane (Roguelike) difficulty)
Use 5 different glyph sequences.By skeleton master archer the Skeleton Archer level 43
42nd Haze 123rd year of Ascendancy at 11:49 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By skeleton master archer the Skeleton Archer level 42
8th Haze 123rd year of Ascendancy at 03:02 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By skeleton master archer the Skeleton Archer level 19
58th Haze 122nd year of Ascendancy at 12:24 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By skeleton master archer the Skeleton Archer level 41
7th Haze 123rd year of Ascendancy at 13:22 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By skeleton master archer the Skeleton Archer level 50
37th Dusk 124th year of Ascendancy at 01:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By skeleton master archer the Skeleton Archer level 5
2nd Mirth 122nd year of Ascendancy at 22:54 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By skeleton master archer the Skeleton Archer level 50
3rd Summertide 124th year of Ascendancy at 05:42 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By skeleton master archer the Skeleton Archer level 32
53rd Pyre 123rd year of Ascendancy at 12:16 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By skeleton master archer the Skeleton Archer level 50
37th Dusk 124th year of Ascendancy at 01:57 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By skeleton master archer the Skeleton Archer level 50
46th Regrowth 124th year of Ascendancy at 01:18 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By skeleton master archer the Skeleton Archer level 11
2nd Summertide 122nd year of Ascendancy at 13:43 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By skeleton master archer the Skeleton Archer level 29
80th Regrowth 123rd year of Ascendancy at 04:08 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By skeleton master archer the Skeleton Archer level 43
33rd Haze 123rd year of Ascendancy at 09:52 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By skeleton master archer the Skeleton Archer level 20
60th Haze 122nd year of Ascendancy at 02:09 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By skeleton master archer the Skeleton Archer level 14
16th Dusk 122nd year of Ascendancy at 06:56 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By skeleton master archer the Skeleton Archer level 39
79th Dusk 123rd year of Ascendancy at 12:32 see stats
Log
Linaniil, Supreme Archmage of Angolwen is not crippled anymore.
Linaniil, Supreme Archmage of Angolwen casts Call of the Crypt.
Deep Wound from Skeleton master archer hits Linaniil, Supreme Archmage of Angolwen for (158 stormshielded), 0 physical (0 total damage).
Bleeding from Skeleton master archer hits Linaniil, Supreme Archmage of Angolwen for (86 absorbed), (86 mana), 68 physical (68 total damage).
Skeleton master archer uses Scatter Shot.
Linaniil, Supreme Archmage of Angolwen surges with arcane power!
Elemental Surge hits skeleton master archer for (448 stormshielded), 0 arcane (0 total damage).
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Skeleton warrior for 1960 arcane damage.
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits skeleton master archer for (1106 stormshielded), 0 arcane (0 total damage).
Skeleton master archer's Scatter Shot performs a ranged critical strike against Linaniil, Supreme Archmage of Angolwen!
Linaniil, Supreme Archmage of Angolwen resists the scattershot!
Linaniil, Supreme Archmage of Angolwen shrugs off skeleton master archer's 'Deep Wound'!
Skeleton master archer's Scatter Shot hits Linaniil, Supreme Archmage of Angolwen for 3534 physical, 16 fire, 3 mind, 9 mind (3562 total damage).
Linaniil, Supreme Archmage of Angolwen casts Orb of Thaumaturgy.
Deep Wound from Skeleton master archer hits Linaniil, Supreme Archmage of Angolwen for 162 physical damage.
Bleeding from Skeleton master archer hits Linaniil, Supreme Archmage of Angolwen for 158 physical damage.
Linaniil, Supreme Archmage of Angolwen casts Orb of Thaumaturgy.
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits skeleton master archer for (1106 stormshielded), 0 arcane (0 total damage).
Skeleton master archer uses Fragmentation Shot.
Skeleton master archer's Fragmentation Shot performs a ranged critical strike against Linaniil, Supreme Archmage of Angolwen!
Personal New Achievement: Now, this is impressive! (Insane (Roguelike) difficulty)!
Skeleton master archer's Fragmentation Shot hits Linaniil, Supreme Archmage of Angolwen for 3800 physical damage.
Skeleton master archer's storm dissipates.
Skeleton master archer's Fragmentation Shot killed Linaniil, Supreme Archmage of Angolwen!
Skeleton master archer activates Concealment.
Skeleton master archer is recovering from the damage!
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits skeleton master archer for 829 arcane damage.






































































































