












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! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/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:
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 Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 50 / 2089% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 25 on the 9th Iron 123rd year of Ascendancy at 19:18 3 / 5Killed by blinkwyrm at level 27 on the 14th Steel 123rd year of Ascendancy at 09:30 Killed by Celia at level 32 on the 35th Steel 123rd year of Ascendancy at 20:37 Killed by Pale Drake at level 41 on the 20th Dearth 123rd year of Ascendancy at 12:26 Killed by Flasher at level 50 on the 7th Steel 124th year of Ascendancy at 20:21 |
Primary Stats
| Strength | 109 (base 62) |
| Dexterity | 90 (base 60) |
| Constitution | 84 (base 45) |
| Magic | 114 (base 60) |
| Willpower | 36 (base 15) |
| Cunning | 63 (base 25) |
Resources
| Mana | 472/592 |
| Life | 1938/2022 |
| Positive | 71/237 |
| Stamina | 457/476 |
| Steam | 60/100 |
| Healing Factor | 1.437682368262 |
| Regeneration | 24.800020852519 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 7 |
| See Stealth | 10 |
Offense: Mainhand
| Damage | 181 |
| Accuracy | 70 |
| Crit Chance | 41% |
| APR | 54 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 38% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +39% |
| Acid | +14% |
| Light | +82% |
| Temporal | +16% |
| Darkness | +16% |
| Arcane | +51% |
| Fire | +8% |
| All | +8% |
Offense: Damage Penetration
| Light | +72% |
| All | +15% |
| Physical | +33% |
| Fire | +30% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 141.55121162846 (73.607947236566%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 6 |
| Physical Save | 72 |
| Spell Save | 60 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Blight | + 45%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 37%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 46%( 70%) |
| Light | + 77%( 80%) |
| Temporal | + 32%( 70%) |
| Physical | + 32%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 49%( 70%) |
| Mind | + 42%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 60% |
| Blind Resistance | 93% |
| Silence Resistance | 100% |
| Bleed Resistance | 60% |
| Teleport Resistance | 100% |
| Disarm Resistance | 94% |
| Pinning Resistance | 64% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 67% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 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. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 51%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 148% efficiency and cooldown mod of 59%. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Guardian | 1.50 |
| 5/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Celestial / Crusader | 1.50 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Celestial / Sun | 1.50 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.90 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.50 |
| 2/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Technique / Two-handed assault | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.50 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Siligarin the vampire lord. Escort: lost defiler (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by bee swarm. Escort: temporal explorer (level 1 of Daikara) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * 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: 292. | 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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Spellpower: +15 (+4 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 270 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Quiver | Spider's Fangs (20/20, 22-26 power, 8 apr)Requires: - Dexterity 24 Infused by nature Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 22.0 - 26.4 Uses stats: 50% Cun, 70% Dex Damage type: Nature Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
| Light source | Hanalen Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +15 Armour: +4 Changes stats: +5 Str / +2 Dex Changes resistances: +11% darkness Changes resistances penetration: +15% all Changes damage: +33% light Damage affinity(heal): +5% light Critical mult.: +5.00% Physical save: +6 (+1 eff.) Light radius: +18 See stealth: +10 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.6 Power cost: 30 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 4 turns and lighting up the area. All enemies effected will take 359.82 light damage. At talent level 3 you gain 38% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Silence immunity: +50% A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Fatal Attractor Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Aeromira (dig speed 4 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +3 Str / +2 Dex Changes resistances: +10% physical Changes damage: +12% arcane Stamina each turn: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +40.00 Maximum stamina: +29.00 Lowers spell cool-downs by: 10% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Hirand'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Damage when hit (Melee): 12 temporal Changes stats: +8 Dex / +10 Cun / +6 Con Changes resistances: +12% temporal Changes damage: +6% acid Spell save: +18 (+4 eff.) Silence immunity: +50% Stun/Freeze immunity: +50% Life regen: +9.00 Mana each turn: +0.40 Maximum stamina: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
| On fingers | Eariruirig the PoxbrightCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +16 Effects on melee hit: * 21% chance to slow global speed by 53% Changes resistances: +18% acid / +15% fire / +9% blight Changes resistances penetration: +15% light / +10% nature Reduces incoming crit damage: 15.52% Disarm immunity: +44% Pinning immunity: +39% Knockback immunity: +42% Maximum life: +44.00 Rings make your fingers look great! |
| Around neck | Neribretha the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +20 Damage when hit (Melee): 8 mind / 6 arcane Changes stats: +1 Wil / +6 Mag Changes resistances: +20% fire / +19% cold Changes damage: +8% temporal / +8% light / +7% physical / +6% arcane / +8% darkness Talent mastery: +0.40 Celestial / Combat Critical mult.: +20.00% Spellpower: +21 (+5 eff.) Spell crit. chance: +6% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
| In main hand | Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy * injects a simple virus dealing 71 blight damage on hit and lowering the victims highest stat Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
| Around waist | Rhileg Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Fatigue: -30% Changes stats: +3 Dex / +11 Mag / +11 Wil Changes resistances: +3% physical Changes resistances penetration: +18% physical Changes damage: +24% physical Maximum encumbrance: +107 Stamina each turn: +3.00 Maximum life: +130.00 Maximum mana: +68.00 Maximum stamina: +95.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +37.00 Maximum pos.energy: +40.00 Maximum neg.energy: +32.00 Spell crit. chance: +6% Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
| In off hand | Lisuldata the Blazeshear (0 def, 40 armour, 66-80 power, 302.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +302 On weapon hit: * Deal physical damage equal to your armor (142) Damage (radius 1) on hit: +8 physical / +20 fire When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +40 Fatigue: +8% Damage (Melee): 10 fire Damage when hit (Melee): 12 fire On shield block: * Cause enemies within radius 6 to bleed for 257 physical damage over 5 turns (1/turn) Changes stats: +3 Str / +7 Con Changes resistances penetration: +15% fire Talent granted: +1 Block Physical save: +15 (+4 eff.) Maximum life: +80.00 Handheld deflection devices. |
| Cloak | Radiance (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% lightning / +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Stun/Freeze immunity: +50% Spellpower: +20 (+5 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+7 eff.) Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Confusion immunity: +100% Fear immunity: +100% Life regen: +8.00 Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 16/25) : Effective talent level: 2.0 Power cost: 15 out of 16/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 6 Armour, 10 Defense and your attacks will gain 15% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 71.35 physical damage and 110.88 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the warrior (speed 902%; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 902% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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. |
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: 14 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 670 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. |
ethereal rune of the sneak (power 22; resist 26%; move 41%; dur 5; cd 21)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 26% all resistance, you move 41% faster, and you are invisible (power 22). Its effects scale with your Cunning 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. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Splendourwell the stralite amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +3 Wil / +4 Mag Changes resistances: +26% light / +26% darkness Changes damage: +8% temporal / +14% light / +9% blight / +8% physical / +6% arcane / +8% darkness Blindness immunity: +39% Life regen: +4.00 Vim when firing critical spell: +2.19 Spellpower: +5 (+1 eff.) Spell crit. chance: +10% 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 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
PrismbenderInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 10 light Changes resistances: +8% nature / +8% blight Changes resistances penetration: +25% light / +5% fire Changes damage: +5% all Poison immunity: +16% Disease immunity: +19% Life regen: +12.00 Maximum life: +40.00 Spellpower: +13 (+3 eff.) Mindpower: +10 (+3 eff.) Healing mod.: +12% Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 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: Physical power: +17 (+4 eff.) Changes stats: +3 Str / +2 Wil / +5 Cun Changes resistances: +34% lightning Changes damage: +17% lightning / +7% all Life regen: +9.00 Maximum life: +64.00 Spellpower: +17 (+4 eff.) Mindpower: +15 (+5 eff.) Light radius: +3 Healing mod.: +16% 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? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
voratun ring 'Brandwrest'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce armor by 42% Damage (Melee): 40 light Damage (Ranged): 39 light Damage when hit (Melee): 6 acid / 6 fire Changes stats: +6 Mag Changes resistances: +6% acid / +3% fire Changes resistances penetration: +10% acid Changes damage: +6% fire / +18% light / +12% temporal Silence immunity: +50% Stun/Freeze immunity: +31% Life regen: +8.00 Mana each turn: +0.36 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Rings make your fingers look great! |
The Black Maul (70-105 power, 15 apr)Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +12 (+3 eff.) Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
This item will automatically be transmogrified when you leave the level.Breezedredge (17-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 fire Damage (radius 1) on hit: +27 nature When wielded/worn: Effects on melee hit: * 27% chance to slow global speed by 53% Damage when hit (Melee): 14 nature Changes stats: +5 Str / +6 Mag / +9 Wil / +4 Con Changes resistances penetration: +20% fire Talent granted: +1 Attune Mindstar Life regen: +2.00 Maximum life: +44.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% See invisible: +21 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Will of Ul'Gruth (0 def, 15 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: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Snowrigor the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +5 Cun / +5 Dex Changes resistances: +6% nature / +36% cold Changes resistances penetration: +5% cold Changes damage: +3% cold Allows you to breathe in: water Physical save: +20 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crystalline Voratun mail armour (12 def, 22 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. When wielded/worn: Armour: +22 Defense: +12 (+3 eff.) Fatigue: +12% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Physical save: +25 (+6 eff.) Spell save: +35 (+9 eff.) Poison immunity: +60% Disease immunity: +60% It can be used to recover the Crystal Heart (destroys this armour) Activation costs 1 power out of 1/1. A suit of armour made of mail. Transformed with the power of the Spellblaze. |
Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+4 eff.) Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 279.39 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
This item will automatically be transmogrified when you leave the level.voratun plate armour of delving (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +9 Str Changes resistances: +20% darkness / +11% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
Shieldsmaiden (5 def, 20 armour, 48-58 power, 150 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Ice Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Turykhad the voratun shield (0 def, 10 armour, 67-80 power, 197.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +198 Damage (Melee): +16 light / +20 darkness When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +5 Dex / +16 Mag / +6 Wil / +10 Cun / +3 Con Changes resistances: +14% light / +17% darkness Changes resistances penetration: +10% mind Changes damage: +20% light / +20% darkness Talent granted: +1 Block Critical mult.: +10.00% Maximum hate: +6.00 Mindpower: +25 (+8 eff.) Mental crit. chance: +2% Handheld deflection devices. |
61 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level.voratun pickaxe of endurance (dig speed 21 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +8 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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. |
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 (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 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. |
Rod of Spydric Poison (0/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 708.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 11/25. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 33] amazing fiery salve [power 33]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 160% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing water salve [power 33] amazing water salve [power 33]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 160% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (33% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great frost salve [power 29] great frost salve [power 29]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 160% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great pain suppressor salve [power 355] great pain suppressor salve [power 355]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 160% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -355 life and reduces all damage by 21% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
great water salve [power 29] great water salve [power 29]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 160% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (29% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Accuracy: +25 (+6 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! |
perfect waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes resistances: +25% nature / +25% cold Tinkers can be attached to normal items to improve them with steam power! |
voratun gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
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.
Your patron's plan worked. As your body was crushed by the raw forces of the void portal it opened wide. In an instant the connection was made and waves of heat came through.
The mad sun brought forth all its power through the portal, turning the High Peak into a giant searing needle!
A few minutes later the whole world was set ablaze, nothing survived except Faeros elementals.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Flasher the Dwarf Sun Paladin level 32
10th Gold 123rd year of Ascendancy at 17:08 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Flasher the Dwarf Sun Paladin level 31
17th Steel 123rd year of Ascendancy at 23:35 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Flasher the Dwarf Sun Paladin level 48
19th Loss 123rd year of Ascendancy at 10:23 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Flasher the Dwarf Sun Paladin level 35
26th Voratun 123rd year of Ascendancy at 18:00 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Flasher the Dwarf Sun Paladin level 44
37th Dearth 123rd year of Ascendancy at 06:00 see stats
Bookception! (Insane (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Flasher the Dwarf Sun Paladin level 50
28th Shortage 123rd year of Ascendancy at 20:57 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Flasher the Dwarf Sun Paladin level 35
23rd Stralite 123rd year of Ascendancy at 02:24 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Flasher the Dwarf Sun Paladin level 12
7th Profit 122nd year of Ascendancy at 21:30 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Flasher the Dwarf Sun Paladin level 50
7th Iron 124th year of Ascendancy at 19:00 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Flasher the Dwarf Sun Paladin level 33
14th Gold 123rd year of Ascendancy at 10:27 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Flasher the Dwarf Sun Paladin level 38
5th Profit 123rd year of Ascendancy at 20:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Flasher the Dwarf Sun Paladin level 26
13rd Steel 123rd year of Ascendancy at 20:22 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Flasher the Dwarf Sun Paladin level 32
28th Steel 123rd year of Ascendancy at 15:01 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Flasher the Dwarf Sun Paladin level 26
14th Iron 123rd year of Ascendancy at 19:24 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Flasher the Dwarf Sun Paladin level 50
3rd Steel 124th year of Ascendancy at 05:44 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Flasher the Dwarf Sun Paladin level 25
9th Iron 123rd year of Ascendancy at 21:20 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Flasher the Dwarf Sun Paladin level 38
27th Voratun 123rd year of Ascendancy at 05:10 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Flasher the Dwarf Sun Paladin level 10
29th Voratun 122nd year of Ascendancy at 14:00 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Flasher the Dwarf Sun Paladin level 20
41st Dearth 122nd year of Ascendancy at 21:17 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Flasher the Dwarf Sun Paladin level 30
16th Steel 123rd year of Ascendancy at 19:49 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Flasher the Dwarf Sun Paladin level 40
10th Dearth 123rd year of Ascendancy at 12:23 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Flasher the Dwarf Sun Paladin level 50
24th Shortage 123rd year of Ascendancy at 19:59 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Flasher the Dwarf Sun Paladin level 50
21st Iron 124th year of Ascendancy at 17:39 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Flasher the Dwarf Sun Paladin level 46
16th Loss 123rd year of Ascendancy at 02:54 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Flasher the Dwarf Sun Paladin level 25
17th Shortage 122nd year of Ascendancy at 16:27 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Flasher the Dwarf Sun Paladin level 43
37th Dearth 123rd year of Ascendancy at 04:50 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Flasher the Dwarf Sun Paladin level 24
5th Shortage 122nd year of Ascendancy at 13:12 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Flasher the Dwarf Sun Paladin level 34
20th Stralite 123rd year of Ascendancy at 20:02 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Flasher the Dwarf Sun Paladin level 5
17th Voratun 122nd year of Ascendancy at 23:13 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Flasher the Dwarf Sun Paladin level 50
7th Steel 124th year of Ascendancy at 20:20 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Flasher the Dwarf Sun Paladin level 8
28th Voratun 122nd year of Ascendancy at 05:16 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Flasher the Dwarf Sun Paladin level 50
7th Steel 124th year of Ascendancy at 20:21 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Flasher the Dwarf Sun Paladin level 50
28th Shortage 123rd year of Ascendancy at 10:44 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Flasher the Dwarf Sun Paladin level 11
31st Voratun 122nd year of Ascendancy at 23:54 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Flasher the Dwarf Sun Paladin level 38
12nd Profit 123rd year of Ascendancy at 18:50 see stats
This is how the world ends: swallowed in fire, but not in darkness. (Insane (Adventure) difficulty)
"Won" ToME by sacrificing yourself for your patron Distant Sun, opening a portal for it to burn and consume the world.By Flasher the Dwarf Sun Paladin level 50
7th Steel 124th year of Ascendancy at 20:21 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Flasher the Dwarf Sun Paladin level 24
17th Shortage 122nd year of Ascendancy at 13:54 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Flasher the Dwarf Sun Paladin level 17
29th Dearth 122nd year of Ascendancy at 09:15 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Flasher the Dwarf Sun Paladin level 30
17th Steel 123rd year of Ascendancy at 19:58 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Flasher the Dwarf Sun Paladin level 50
28th Shortage 123rd year of Ascendancy at 00:53 see stats
Log
A shield forms around High Sun Paladin Aeryn.
A shield forms around Argoniel.
A shield forms around Flasher.
Argoniel receives 111 healing from High Sun Paladin Aeryn's healing light area effect.
Flasher receives 105 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
The shield around Argoniel crumbles.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
The shield around High Sun Paladin Aeryn crumbles.
Argoniel damages herself through Martyrdom!
Woeful Disease from Argoniel hits High Sun Paladin Aeryn for 8 blight damage.
Curse of Death from Argoniel hits High Sun Paladin Aeryn for 62 darkness damage.
Weakness Disease from Argoniel hits High Sun Paladin Aeryn for 61 blight damage.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 45 acid damage.
Worm Rot from Argoniel hits High Sun Paladin Aeryn for (56 absorbed), 0 blight, (34 absorbed), 24 acid (24 total damage).
Shield of Light hits High Sun Paladin Aeryn for 19 healing, 19 healing, 19 healing, 19 healing, 19 healing (0 total damage) [96 healing].
Bleeding from Flasher hits Argoniel for (111 absorbed), 334 light, 221 physical (554 total damage).
Bleeding from Flasher killed Argoniel!
Acid Splash from Argoniel hits Flasher for (15 absorbed), (15 absorbed), 0 acid (0 total damage).
Woeful Disease from Argoniel hits Flasher for (3 absorbed), (3 absorbed), 0 blight (0 total damage).
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: This is how the world ends: swallowed in fire, but not in darkness. (Insane (Adventure) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Adventure) difficulty)!
Saving game...
Saving done.





























































































































