Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Assassin 1.4.5Reworks the Rogue class. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Allow Respec Anywhere 1.2.3Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Bastion 1.4.6A complete rework for Bulwark. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Arcane Blade |
Level / Exp | 50 / 782% |
Size | gargantuan |
Lifes / Deaths | Killed by war hound at level 28 on the 56th Dusk 122nd year of Ascendancy at 20:38 / 1 |
Primary Stats
Strength | 169 (base 60) |
Dexterity | 132 (base 60) |
Constitution | 108 (base 60) |
Magic | 105 (base 60) |
Willpower | 132 (base 60) |
Cunning | 134 (base 60) |
Resources
Mana | 599/599 |
Equilibrium | 65 |
Life | 8793/8793 |
Positive | 677/677 |
Stamina | 952/952 |
Paradox | 300 |
Healing Factor | 1 |
Regeneration | 25.446152461984 |
Speed
Mental | +82.55% |
Attack | +82.55% |
Movement | +319.44721197287% |
Spell | +82.55% |
Global | +226.65361126719% |
Vision
Sight | 10 |
Lite | -2 |
Infravision | 19 |
See Stealth | 89.985292845292 |
See Invisible | 89.985292845292 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 410 |
Accuracy | 88 |
Crit Chance | 186% |
APR | 56 |
Speed | 0.55 |
Offense: Offhand
Damage | 128 |
Accuracy | 88 |
Crit Chance | 186% |
APR | 64 |
Speed | 0.55 |
Offense: Spell
Spellpower | 126 |
Crit Chance | 100% |
Speed | 0.54779512462339 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 136 |
Crit Chance | 100% |
Speed | 0.54779512462339 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | +30% |
Defense: Base
Armour (hardiness) | 96.957244628769 (86.818181818182%) |
Defense | 58 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 72 |
Mental Save | 52 |
Defense: Resistances
All | + 58%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Poison Resistance | 10% |
Knockback Resistance | 60% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 11 turns. While Heroism is active, you will only die when reaching -1044 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 823% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1474% for 10 turns and instantly restoring 74 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 or physical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 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 625 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Superiority | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.70 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.86 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Fire | 1.70 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.50 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Shalore | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Aegis | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Fiery Hands |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Inner Power |
talent | Precise Strikes |
talent | Feather Wind |
talent | Elemental Harmony |
talent | Shielding |
talent | Arcane Feed |
talent | Hurricane |
talent | Shattering Impact |
talent | Quicken Spells |
talent | Chant of Resistance |
talent | Tempest |
talent | Burning Wake |
talent | Wildfire |
talent | Shock Hands |
talent | Essence of Speed |
talent | Roll With It |
talent | Disruption Shield |
talent | Arcane Combat |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+68). Continuum Destabilization |
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 |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by Enyani. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Enyani. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | 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 gained talent category Celestial / Chants (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by Salowyn the copperhead snake. Escort: lost sun paladin (level 3 of Old Forest) | 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 gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You failed to protect the worried loremaster from death by Xeryssra the forest troll. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Constitution by +2. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2012. | 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. | active |
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 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
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 |
Equipment
On feet | Yvyrin the pair of hardened leather boots (0 def, 3 armour) Yvyrin the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -2% Changes stats: +6 Str / +6 Mag / +3 Wil / +6 Con Changes damage: +7% physical Spell save: +25 (+6 eff.) Stamina each turn: +0.40 Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +38.00 Maximum mana: +60.00 Movement speed: +10% Size category: +1 It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 14 turns. A pair of boots made of leather. |
Quiver | Pyrespire the quiver of yew arrows (17/17, 36.5-51.1 power, 10 apr) Pyrespire the quiver of yew arrows (17/17, 36.5-51.1 power, 10 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 36.5 - 51.1 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 17 Turns elapse between self-loadings: 6 On weapon hit: * 14% chance to cause random gloom * Slows global speed by 40% * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +7 darkness / +4 fire / +10 mind Burst (radius 1) on hit: +8 fire Damage against: +8% Living Arrows are used with bows to pierce your foes to death. |
Light source | Yvowe YvowePowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+0 eff.) Changes stats: +2 Str / +5 Wil / +5 Cun Changes resistances: +8% darkness Changes resistances penetration: +10% blight Changes damage: +5% light Damage affinity(heal): +5% light Critical mult.: +13.00% Physical save: +23 (+5 eff.) Light radius: -4 Infravision radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 106.39 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | dwarven-steel helm 'Dourrot' (0 def, 4 armour) dwarven-steel helm 'Dourrot' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Effects on melee hit: * 15% chance to inflict damage reduction * 30% chance to corrode armour Damage when hit (Melee): 8 acid Changes stats: +4 Str / +7 Dex / +3 Cun Changes resistances: +12% darkness Changes damage: +9% darkness Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Dagindur the dwarven-steel gauntlets (0 def, 2 armour) Dagindur the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Armour: +2 Fatigue: -6% Damage (Melee): 6 acid / 5 fire / 5 cold / 3 lightning Changes stats: +2 Str / +7 Dex / +3 Mag / +3 Wil / +8 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+1 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +16 Physical crit. chance: +14.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Set Up (10% chance level 3). Damage (Melee): +9 ice / +12 physical / +10 fire / +7 lightning / +13 acid It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | dwarven-steel pickaxe 'Cinderbraid' (dig speed 10 turns) dwarven-steel pickaxe 'Cinderbraid' (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +2 Str / +6 Cun / +3 Con Changes resistances: +7% darkness / +7% fire Grants telepathy: Dragon Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Salylaith' steel ring 'Salylaith'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+0 eff.) Changes stats: +5 Str / +4 Wil / +4 Cun / +5 Con Changes resistances: +24% acid Changes damage: +12% acid Poison immunity: +10% Knockback immunity: +10% Spellpower: +2 (+0 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
On fingers | Woespawner WoespawnerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +4 Dex / +5 Wil / +5 Cun Changes resistances: +22% nature Changes resistances penetration: +15% blight Changes damage: +11% nature Mindpower: +6 (+1 eff.) Rings can have magical properties. |
Around neck | Layanor LayanorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +4 Wil / +5 Cun / +4 Con Changes resistances: +6% acid Changes resistances penetration: +5% blight Changes damage: +6% blight Talent mastery: +0.16 Spell / Earth Life regen: +0.30 Stamina each turn: +0.50 Mana when firing critical spell: +3.00 Movement speed: +10% Amulets can have magical properties. |
In main hand | Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Around waist | Xeruwyn the hardened leather belt Xeruwyn the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +17 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +7 Str / +2 Dex / +2 Wil / +8 Con Changes resistances: +8% fire / +8% cold Physical save: +16 (+4 eff.) Size category: +2 A belt that goes around your waist. |
In off hand | Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 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 stats: 30% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical 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. |
Cloak | cashmere cloak 'Dourquench' (2 def, 0 armour) cashmere cloak 'Dourquench' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str / +8 Mag / +7 Wil Changes resistances: +16% darkness Changes resistances penetration: +20% darkness Changes damage: +9% darkness / +3% physical Stealth bonus: +10 Maximum life: +20.00 Spell crit. chance: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the duelist (1089% speed; 9 turns)movement infusion of the duelist (1089% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1089% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
Rune of the Rift (678.00 temporal damage, removed from time 4 turns) Rune of the Rift (678.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Inflicts 725.46 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
This item will automatically be transmogrified when you leave the level. vitalizing voratun amulet of perfection (0.40 Technique / Shield offense,0.40 Spell / Stone)vitalizing voratun amulet of perfection (0.40 Technique / Shield offense,0.40 Spell / Stone) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Talent masteries: +0.40 Technique / Shield offense +0.40 Spell / Stone Physical save: +17 (+4 eff.) Life regen: +3.00 Maximum life: +79.00 Amulets can have magical properties. |
Lightningkill the stralite ring Lightningkill the stralite ringPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes stats: +2 Cun / +1 Mag Changes resistances: +22% acid / +22% cold / +15% fire / +30% nature / +25% lightning Changes damage: +15% nature Blindness immunity: +29% Infravision radius: +5 See stealth: +21 See invisible: +12 Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 112 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." |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun longsword of evisceration (44-61.6 power, 6 apr)blazebringer's voratun longsword of evisceration (44-61.6 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Burst (radius 2) on crit: +20 fire When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+1 eff.) Changes resistances penetration: +13% fire Global speed: +5% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. chilling voratun mace (48-67.2 power, 6 apr)chilling voratun mace (48-67.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 48.0 - 67.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +30 cold Blunt and deadly. |
dwarven-steel waraxe 'Xulrarin' (24-33.6 power, 4 apr) dwarven-steel waraxe 'Xulrarin' (24-33.6 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 24.0 - 33.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 8% chance to inflict damage reduction * 11% chance to disease * 20% chance to curse the target Damage (Melee): +8 blight When wielded/worn: Physical power: +8 (+1 eff.) Damage when hit (Melee): 4 blight Changes resistances penetration: +10% physical Disease immunity: +19% Stamina each turn: +0.40 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. glacial voratun waraxe of persecution (39.5-55.3 power, 6 apr)glacial voratun waraxe of persecution (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +27 ice Damage against: +27% Unnatural When wielded/worn: Armour: +14 Changes stats: +7 Wil Changes resistances penetration: +15% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe of ruin (39-54.6 power, 6 apr)voratun waraxe of ruin (39-54.6 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Critical mult.: +20.00% One-handed war axes. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level. caustic voratun dagger of corruption (38-49.4 power, 9 apr)caustic voratun dagger of corruption (38-49.4 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to inflict damage reduction * 28% chance to corrode armour * 20% chance to curse the target When wielded/worn: Changes resistances penetration: +12% acid Life regen: +2.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow of true flightdragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +11.0% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. fungal dragonbone longbowfungal dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +7 Con Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 252 life over 5 turns, putting all charms on cooldown for 12 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. warded voratun shield of cold resistance (+23%) (12 def, 3 armour, 205 block)warded voratun shield of cold resistance (+23%) (12 def, 3 armour, 205 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +23% cold Maximum wards: +4 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Talents granted: +1 Ward +5 Block Handheld deflection devices. |
Aerustir the Pyremark (5 def, 0 armour) Aerustir the Pyremark (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +6 Str / +8 Mag / +8 Wil Changes resistances: +11% lightning / +11% cold / +6% fire / +25% acid Changes resistances penetration: +10% darkness / +10% physical Changes damage: +14% lightning / +29% physical / +14% darkness / +12% cold / +6% fire / +42% acid Maximum hate: +9.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's elven-silk robe of Angolwen (5 def, 0 armour)dreamer's elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Mag / +5 Wil Changes resistances: +27% mind / +30% darkness Physical save: +12 (+3 eff.) Spell save: +19 (+5 eff.) Mental save: +33 (+10 eff.) Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe (5 def, 0 armour)spellwoven elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Spell save: +30 (+7 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour) 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 (+4 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. |
spiked hardened leather armour (3 def, 6 armour) spiked hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun mail armour of cold resistance (5 def, 27 armour)impenetrable voratun mail armour of cold resistance (5 def, 27 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +27 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +30% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening voratun plate armour of acid resistance (9 def, 16 armour)enlightening voratun plate armour of acid resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +8 Cun / +8 Wil Changes resistances: +30% acid Mental save: +25 (+8 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked voratun plate armour of cold resistance (9 def, 16 armour)spiked voratun plate armour of cold resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 17 physical Changes resistances: +27% cold A suit of armour made of metal plates. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
This item will automatically be transmogrified when you leave the level. balancing drakeskin leather beltbalancing drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Changes stats: +5 Cun / +6 Dex Mental crit. chance: +13% A belt that goes around your waist. |
Belatta (2 def, 0 armour) Belatta (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +2 (+1 eff.) Changes stats: +4 Str / +6 Mag / +6 Wil / +3 Con Critical mult.: +3.00% Reduces incoming crit damage: 15.00% Spell save: +8 (+2 eff.) Maximum mana: +55.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isytha (2 def, 0 armour) Isytha (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Str / +2 Dex / +1 Wil / +5 Con Changes resistances: +15% darkness Changes resistances penetration: +8% darkness Changes damage: +7% darkness Talent mastery: +0.20 Technique / Combat training Stealth bonus: +16 Spell save: -15 (-4 eff.) Stamina each turn: +0.30 Mana each turn: -0.13 Light radius: +3 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belomira (13 def, 3 armour) Belomira (13 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+4 eff.) Fatigue: +3% Damage when hit (Melee): 16 physical Changes stats: +2 Cun / +2 Con Changes resistances: +10% fire / +6% temporal / +8% cold Physical save: +14 (+3 eff.) Mental save: +15 (+5 eff.) It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 3.6 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 39% chance to completely evade them and granting you 53 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Xerima (0 def, 3 armour) Xerima (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Fatigue: +3% Changes stats: +3 Str / +5 Dex / +5 Con / +8 Lck Changes resistances: +3% acid / +2% physical / +8% fire / +9% temporal / +8% cold Changes damage: +7% physical Stealth bonus: +7 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
pair of hardened leather boots 'Mucusimmortal' (4 def, 3 armour) pair of hardened leather boots 'Mucusimmortal' (4 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +3 Mag / +4 Wil / +3 Cun / +2 Con Changes resistances: +6% nature / +5% arcane Changes resistances penetration: +10% nature Physical save: +13 (+3 eff.) Mental save: +15 (+5 eff.) It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 14 turns. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. insulating pair of voratun boots of tirelessness (0 def, 5 armour)insulating pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +14% fire / +15% cold Stamina each turn: +1.30 Maximum stamina: +39.00 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. traveler's pair of voratun boots of uncanny dodging (10 def, 5 armour)traveler's pair of voratun boots of uncanny dodging (10 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: -6% Maximum encumbrance: +40 Physical save: +15 (+3 eff.) 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. steady voratun gauntlets of the juggernaut (0 def, 3 armour)steady voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Changes stats: +6 Con Physical save: +34 (+8 eff.) Spell save: +9 (+2 eff.) Mental save: +17 (+5 eff.) Disarm immunity: +100% When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 5). Damage (Melee): +27 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 5.6 Power cost: 17 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 37% 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. |
This item will automatically be transmogrified when you leave the level. dragonslayer's drakeskin leather cap (0 def, 5 armour)dragonslayer's drakeskin leather cap (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +14% acid / +14% fire / +15% lightning / +14% cold A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather cap of strength (+10) (0 def, 5 armour)prismatic drakeskin leather cap of strength (+10) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str Changes resistances: +15% light / +20% darkness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. voratun helm of absorption (0 def, 5 armour)voratun helm of absorption (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Stamina when hit: +3.00 Equilibrium when hit: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. voratun helm of the bounder (0 def, 5 armour)voratun helm of the bounder (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 17 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 Death 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 399 cold damage (based on your Magic), costing 12 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (172 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 27/30. 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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 712.82 fire damage (based on Magic), costing 28 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 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. |
Eilinoba the dwarven-steel torque of clear mind [power 3] (6 cooldown) Eilinoba the dwarven-steel torque of clear mind [power 3] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Str Talent cooldown: Silence (+10 turn) Talent granted: +4 Silence Reduces incoming crit damage: 15.00% Mana when firing critical spell: +2.00 Maximum mana: +20.00 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. supercharged dragonbone totem of cure ailments [power 7] (8 cooldown)supercharged dragonbone totem of cure ailments [power 7] (8 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 7 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. supercharged dragonbone wand of clairvoyance [power 20] (5 cooldown)supercharged dragonbone wand of clairvoyance [power 20] (5 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to reveal the area around you, dispelling darkness (radius 20, power 97 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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
By Enyani the Shalore Arcane Blade level 41
8th Allure 123rd year of Ascendancy at 21:28 see stats
By Enyani the Shalore Arcane Blade level 41
7th Decay 122nd year of Ascendancy at 23:13 see stats
By Enyani the Shalore Arcane Blade level 44
4th Regrowth 123rd year of Ascendancy at 22:33 see stats
By Enyani the Shalore Arcane Blade level 9
4th Flare 122nd year of Ascendancy at 02:24 see stats
By Enyani the Shalore Arcane Blade level 49
17th Pyre 123rd year of Ascendancy at 15:08 see stats
By Enyani the Shalore Arcane Blade level 43
2nd Regrowth 123rd year of Ascendancy at 06:44 see stats
By Enyani the Shalore Arcane Blade level 26
53rd Dusk 122nd year of Ascendancy at 00:09 see stats
By Enyani the Shalore Arcane Blade level 50
19th Pyre 123rd year of Ascendancy at 08:01 see stats
By Enyani the Shalore Arcane Blade level 26
52nd Dusk 122nd year of Ascendancy at 16:30 see stats
By Enyani the Shalore Arcane Blade level 9
4th Flare 122nd year of Ascendancy at 02:24 see stats
By Enyani the Shalore Arcane Blade level 20
48th Dusk 122nd year of Ascendancy at 04:40 see stats
By Enyani the Shalore Arcane Blade level 37
79th Haze 122nd year of Ascendancy at 00:53 see stats
By Enyani the Shalore Arcane Blade level 39
7th Decay 122nd year of Ascendancy at 08:03 see stats
By Enyani the Shalore Arcane Blade level 19
44th Dusk 122nd year of Ascendancy at 20:56 see stats
By Enyani the Shalore Arcane Blade level 10
13rd Dusk 122nd year of Ascendancy at 13:45 see stats
By Enyani the Shalore Arcane Blade level 20
48th Dusk 122nd year of Ascendancy at 00:14 see stats
By Enyani the Shalore Arcane Blade level 30
5th Haze 122nd year of Ascendancy at 03:51 see stats
By Enyani the Shalore Arcane Blade level 40
7th Decay 122nd year of Ascendancy at 12:31 see stats
By Enyani the Shalore Arcane Blade level 50
17th Pyre 123rd year of Ascendancy at 15:29 see stats
By Enyani the Shalore Arcane Blade level 50
18th Pyre 123rd year of Ascendancy at 05:33 see stats
By Enyani the Shalore Arcane Blade level 47
29th Regrowth 123rd year of Ascendancy at 03:59 see stats
By Enyani the Shalore Arcane Blade level 30
8th Haze 122nd year of Ascendancy at 13:55 see stats
By Enyani the Shalore Arcane Blade level 18
38th Dusk 122nd year of Ascendancy at 03:28 see stats
By Enyani the Shalore Arcane Blade level 43
2nd Regrowth 123rd year of Ascendancy at 07:39 see stats
By Enyani the Shalore Arcane Blade level 50
19th Pyre 123rd year of Ascendancy at 08:01 see stats
By Enyani the Shalore Arcane Blade level 33
45th Haze 122nd year of Ascendancy at 06:02 see stats
By Enyani the Shalore Arcane Blade level 50
19th Pyre 123rd year of Ascendancy at 08:01 see stats
By Enyani the Shalore Arcane Blade level 38
6th Decay 122nd year of Ascendancy at 21:07 see stats
By Enyani the Shalore Arcane Blade level 19
46th Dusk 122nd year of Ascendancy at 11:03 see stats
By Enyani the Shalore Arcane Blade level 30
8th Haze 122nd year of Ascendancy at 13:34 see stats
By Enyani the Shalore Arcane Blade level 16
28th Dusk 122nd year of Ascendancy at 19:33 see stats
By Enyani the Shalore Arcane Blade level 11
14th Dusk 122nd year of Ascendancy at 12:00 see stats
By Enyani the Shalore Arcane Blade level 28
56th Dusk 122nd year of Ascendancy at 20:38 see stats
By Enyani the Shalore Arcane Blade level 40
7th Decay 122nd year of Ascendancy at 20:20 see stats
Log
There is no portal to activate here.
Ran for 2 turns (stop reason: interesting terrain).
Ran for 11 turns (stop reason: interesting terrain).
Enyani deactivates Fiery Hands.
Enyani deactivates Arcane Combat.
Enyani deactivates Shattering Impact.
Enyani deactivates Precise Strikes.
Enyani deactivates Disruption Shield.
Enyani deactivates Arcane Feed.
Enyani deactivates Elemental Harmony.
Enyani deactivates Roll With It.
Enyani deactivates Arcane Shield.
Enyani deactivates Wildfire.
Enyani deactivates Feather Wind.
Enyani deactivates Tempest.
Enyani deactivates Thunderstorm.
The furious lightning storm around Enyani calms down and disappears.
Enyani deactivates Shielding.
Enyani deactivates Chant of Resistance.
Enyani deactivates Quicken Spells.
Enyani deactivates Hurricane.
Enyani deactivates Burning Wake.
Enyani deactivates Essence of Speed.
Enyani deactivates Shock Hands.
Enyani deactivates Inner Power.
Enyani deactivates Stone Skin.