









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
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 1.5.0Donators/Buyers bonus! Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.5.0Allows 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. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 50 / 2189% |
Size | medium |
Lifes / Deaths | Killed by grave wight at level 25 on the 56th Haze 122nd year of Ascendancy at 15:21 0 / 7Killed by Eledara the ghoul at level 25 on the 56th Haze 122nd year of Ascendancy at 18:10 Killed by shadow at level 26 on the 66th Haze 122nd year of Ascendancy at 05:54 Killed by shadow at level 26 on the 66th Haze 122nd year of Ascendancy at 07:47 Killed by Atamathon the Giant Golem at level 50 on the 17th Regrowth 124th year of Ascendancy at 13:53 Killed by Atamathon the Giant Golem at level 50 on the 17th Regrowth 124th year of Ascendancy at 17:01 Killed by Atamathon the Giant Golem at level 50 on the 17th Regrowth 124th year of Ascendancy at 19:50 |
Primary Stats
Strength | 116 (base 65) |
Dexterity | 107 (base 60) |
Constitution | 83 (base 30) |
Magic | 38 (base 16) |
Willpower | 38 (base 14) |
Cunning | 104 (base 60) |
Resources
Life | 1923/2049 |
Steam | 100/100 |
Stamina | 287/287 |
Psi | 128/128 |
Healing Factor | 1.9328063241107 |
Regeneration | 7.9245059288537 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 8 |
See Stealth | 105.57523876361 |
See Invisible | 94.575238763607 |
Offense: Barehand
Damage | 201 |
Accuracy | 73 |
Crit Chance | 92% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 60% |
Speed | 1 |
Offense: Damage Bonus
Nature | +32% |
Darkness | +45% |
Light | +52% |
Temporal | +10% |
Blight | +13% |
Arcane | +10% |
Physical | +30% |
All | +7% |
Offense: Damage Penetration
Darkness | +23% |
Nature | +25% |
Temporal | +15% |
Blight | +15% |
Arcane | +5% |
Physical | +40% |
All | 0% |
Defense: Base
Armour (hardiness) | 60 (86.09865470852%) |
Defense | 66 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 86 |
Spell Save | 45 |
Mental Save | 90 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 47%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 61%( 70%) |
All | + 22%( 70%) |
Lightning | + 70%( 70%) |
Light | + 34%( 70%) |
Mind | + 52%( 70%) |
Physical | + 45%( 70%) |
Darkness | + 66%( 70%) |
Fire | + 38%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 5% |
Silence Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 15% |
Disarm Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 911% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 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 22 for 11 turns. While Heroism is active, you will only die when reaching -1138 life. 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 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 20 for 9 turns. While Heroism is active, you will only die when reaching -861 life. 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 Cunning 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 214% efficiency and cooldown mod of 92%. Its effects scale with your Cunning 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 153% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Chant of Fortitude |
talent | Striking Stance |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Countering melee attacks: Has a 21% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair) | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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: 797. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +6 Con dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Dmg.mod +3% temporal Apr +11 ----- def ----- Armour +15 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue -6% Phys.save +45 (+9 eff.) Mind.save +25 (+5 eff.) Blind- +5% Poison- +20% Silence- +50% Disarm- +20% Confus- +49% Pinning- +15% Stun/Frz- +52% Knockbk- +15% Teleport- +100% ---------- misc Max.enc +50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
On hands | ![]() 1.5 T5 hands armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Spell.crit +3% S.pwr/crit +2 Melee+ 15 nature 20 light Dmg.mod +11% nature +7% light Res.pen +15% blight +5% arcane ----- def ----- Armour +14 Resists +15% light +9% mind +10% nature Mind.save +30 (+6 eff.) Max.HP +160.00 ---------- misc Talents +5 Spring Grapple Unarmed combat: Power 50.0 - 70.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Acc +24 Apr +15 Crit +10.0% Atk.spd 125% On Crit.r2 +12 nature On Hit: 10% Poison Breath 5 On Hit: 20% Battle Shout 5 On Hit: * 15% chance to blind Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Dex +15 Lck dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +8% Dmg.mod +3% darkness Melee Ret 8 darkness On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +5 Fatigue +5% Resists +25% darkness +12% blight Phys.save +25 (+5 eff.) Spell.save +6 (+2 eff.) Die.at -80.00 life Silence- +50% Disarm- +10% Teleport- +5% ---------- misc Infravis +8 A hat made of leather. Very stylish. |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +8 Str dps ---------- Phys.crit +4.0% Res.pen +20% physical ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) ---------- misc Stam/turn +0.60 Wards +3 physical +5 mind +5 darkness Talents +4 Silence +1 Ward Cooldown Silence -1 Teleport randomly (rad 45) Puts all charms on 18 cooldown 100% to regenerate 7 hate. 100% to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +10 Dex +6 Wil +10 Cun +10 Con dps ---------- Mind.pwr +14 (+4 eff.) Mov.spd +10% Melee+ 15 light 15 darkness Dmg.mod +15% light +15% darkness Res.pen +5% darkness +5% nature On Hit (Melee): * Slows global speed by 30% * 15% chance to daze at end of turn On Melee Ret: * 14% chance to inflict 15% damage reduction * 14% chance to blind ----- def ----- Fatigue -10% Resists +6% lightning +12% nature +12% darkness +30% mind Mind.save +12 (+3 eff.) HP.reg +1.50 Confus- +71% ---------- misc Stam/turn +1.50 Amulets can have magical properties. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +9 Str +7 Dex +9 Mag +9 Wil +9 Cun dps ---------- Mind.pwr +14 (+4 eff.) Dmg.mod +6% nature Res.pen +20% nature Melee Ret 4 nature ----- def ----- Armour +13 Hardiness +20% Defense +5 (+1 eff.) Fatigue +9% Resists +18% acid +30% physical +48% lightning +20% fire +21% nature +20% cold Phys.save +25 (+5 eff.) Max.HP +70.00 A suit of armour made of leather. |
Light source | ![]() 1.0 T5 lite [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +23% light +6% blight Melee Ret 8 light On Hit (Melee): * 35% chance to blind ----- def ----- Defense +30 (+7 eff.) Fatigue -2% Phys.save +37 (+8 eff.) Spell.save +40 (+13 eff.) Mind.save +68 (+13 eff.) ---------- misc Light +9 See.Stealth +60 See.Invis +49 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Dmg.mod +20% darkness +3% arcane Res.pen +18% darkness ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue -7% Resists +30% lightning +20% darkness +20% blight +30% cold +20% nature +5% arcane Phys.save +20 (+4 eff.) Mind.save +35 (+7 eff.) Stealth +25 HP.reg +2.20 Heal.mod +30% Stun/Frz- +50% Teleport- +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Mag +5 Cun dps ---------- Phys.crit +19.0% Mind.crit +15% Crit.mult +19.00% Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+3 eff.) Dmg.mod +25% physical Res.pen +15% temporal +20% physical Melee Ret 8 blight On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning Max.HP +70.00 A belt that goes around your waist. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 224% efficiency and cooldown mod of 98%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 206% efficiency and cooldown mod of 71%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 8 turns. While Heroism is active, you will only die when reaching -757 life. 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 955% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 70.87 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 20 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 7.0 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+18 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. 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. Uses 120 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." |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Unknown Power 30.0 - 36.0 Physical Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+16 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+12 eff.) Dmg.mod +35% cold ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+4 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+4 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.0 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+10 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical Temporal Reprieve: Level 1.0 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Dex, 40% Str, 40% Cun Apr +18 Crit +12.0% Atk.spd 125% Melee+ +20 silence On Hit: 100% Destroy Magic 5 On Hit: 15% Mana Clash 3 On Hit: 10% Aura of Silence 1 On Hit: * 50 arcane resource burn Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 167.20 arcane damage and stunned). Uses 60 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+5 eff.) Dmg.mod +10% physical Acc +0 (+0 eff.) ----- def ----- Defense +12 (+3 eff.) Resists +15% fire Mind.save +0 (+0 eff.) Silence- +0% ---------- misc Steam/turn +1.00 Light +0 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 18 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 204.49 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str dps ---------- Res.pen +11% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+3 eff.) Phys.save +15 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+3 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 3 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
amazing fiery salve [power 46] amazing fiery salve [power 46]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 92% cooldown modifier. Remove 3 magical effects and grants a fiery aura (46% fire, light and lightning affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 46] amazing frost salve [power 46]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 92% cooldown modifier. Remove 3 physical effects and grants a frost aura (46% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 668] amazing healing salve [power 668]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 92% cooldown modifier. Heal 668 Puts Talent Medical Injector on 9 cooldown Medical salve. |
amazing unstoppable force salve [power 185] amazing unstoppable force salve [power 185]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 92% cooldown modifier. Increases all saves by 185 and healing factor by half Puts Talent Medical Injector on 11 cooldown Activation is instant. Medical salve. |
amazing water salve [power 46] amazing water salve [power 46]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 214% efficiency and 92% cooldown modifier. Remove 3 mental effects and grants a water aura (46% blight, mind and acid affinity). Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +25 (+6 eff.) ---------- misc Light +7 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Fat Gulie the Cornac Brawler level 36
27th Pyre 123rd year of Ascendancy at 08:14 see stats
By Fat Gulie the Cornac Brawler level 50
51st Haze 123rd year of Ascendancy at 13:05 see stats
By Fat Gulie the Cornac Brawler level 35
33rd Regrowth 123rd year of Ascendancy at 14:20 see stats
By Fat Gulie the Cornac Brawler level 48
31st Dusk 123rd year of Ascendancy at 18:31 see stats
By Fat Gulie the Cornac Brawler level 46
28th Dusk 123rd year of Ascendancy at 17:25 see stats
By Fat Gulie the Cornac Brawler level 40
51st Pyre 123rd year of Ascendancy at 13:34 see stats
By Fat Gulie the Cornac Brawler level 24
52nd Haze 122nd year of Ascendancy at 08:01 see stats
By Fat Gulie the Cornac Brawler level 31
16th Regrowth 123rd year of Ascendancy at 04:37 see stats
By Fat Gulie the Cornac Brawler level 50
77th Haze 123rd year of Ascendancy at 10:29 see stats
By Fat Gulie the Cornac Brawler level 15
36th Dusk 122nd year of Ascendancy at 00:19 see stats
By Fat Gulie the Cornac Brawler level 50
47th Haze 123rd year of Ascendancy at 12:40 see stats
By Fat Gulie the Cornac Brawler level 49
60th Dusk 123rd year of Ascendancy at 12:06 see stats
By Fat Gulie the Cornac Brawler level 39
48th Pyre 123rd year of Ascendancy at 10:22 see stats
By Fat Gulie the Cornac Brawler level 41
78th Pyre 123rd year of Ascendancy at 21:54 see stats
By Fat Gulie the Cornac Brawler level 26
57th Haze 122nd year of Ascendancy at 06:34 see stats
By Fat Gulie the Cornac Brawler level 50
8th Decay 123rd year of Ascendancy at 01:06 see stats
By Fat Gulie the Cornac Brawler level 20
12nd Haze 122nd year of Ascendancy at 22:03 see stats
By Fat Gulie the Cornac Brawler level 25
57th Haze 122nd year of Ascendancy at 03:21 see stats
By Fat Gulie the Cornac Brawler level 50
15th Regrowth 124th year of Ascendancy at 06:07 see stats
By Fat Gulie the Cornac Brawler level 50
4th Decay 123rd year of Ascendancy at 13:00 see stats
By Fat Gulie the Cornac Brawler level 48
60th Dusk 123rd year of Ascendancy at 02:32 see stats
By Fat Gulie the Cornac Brawler level 33
29th Regrowth 123rd year of Ascendancy at 00:13 see stats
By Fat Gulie the Cornac Brawler level 21
15th Haze 122nd year of Ascendancy at 02:50 see stats
By Fat Gulie the Cornac Brawler level 10
8th Dusk 122nd year of Ascendancy at 06:44 see stats
By Fat Gulie the Cornac Brawler level 20
4th Haze 122nd year of Ascendancy at 05:14 see stats
By Fat Gulie the Cornac Brawler level 30
5th Regrowth 123rd year of Ascendancy at 14:57 see stats
By Fat Gulie the Cornac Brawler level 40
48th Pyre 123rd year of Ascendancy at 16:43 see stats
By Fat Gulie the Cornac Brawler level 50
10th Haze 123rd year of Ascendancy at 21:07 see stats
By Fat Gulie the Cornac Brawler level 36
27th Pyre 123rd year of Ascendancy at 14:28 see stats
By Fat Gulie the Cornac Brawler level 50
71st Haze 123rd year of Ascendancy at 18:24 see stats
By Fat Gulie the Cornac Brawler level 50
60th Haze 123rd year of Ascendancy at 01:51 see stats
By Fat Gulie the Cornac Brawler level 50
26th Haze 123rd year of Ascendancy at 08:31 see stats
By Fat Gulie the Cornac Brawler level 24
39th Haze 122nd year of Ascendancy at 09:29 see stats
By Fat Gulie the Cornac Brawler level 36
18th Pyre 123rd year of Ascendancy at 01:59 see stats
By Fat Gulie the Cornac Brawler level 23
29th Haze 122nd year of Ascendancy at 02:56 see stats
By Fat Gulie the Cornac Brawler level 29
2nd Regrowth 123rd year of Ascendancy at 16:02 see stats
By Fat Gulie the Cornac Brawler level 18
67th Dusk 122nd year of Ascendancy at 11:42 see stats
By Fat Gulie the Cornac Brawler level 39
48th Pyre 123rd year of Ascendancy at 14:41 see stats
By Fat Gulie the Cornac Brawler level 50
8th Decay 123rd year of Ascendancy at 01:05 see stats
By Fat Gulie the Cornac Brawler level 8
10th Flare 122nd year of Ascendancy at 01:09 see stats
By Fat Gulie the Cornac Brawler level 50
12nd Haze 123rd year of Ascendancy at 06:53 see stats
By Fat Gulie the Cornac Brawler level 25
56th Haze 122nd year of Ascendancy at 18:06 see stats
By Fat Gulie the Cornac Brawler level 50
8th Decay 123rd year of Ascendancy at 01:06 see stats
By Fat Gulie the Cornac Brawler level 42
2nd Summertide 123rd year of Ascendancy at 22:09 see stats
By Fat Gulie the Cornac Brawler level 8
1st Dusk 122nd year of Ascendancy at 10:41 see stats
By Fat Gulie the Cornac Brawler level 41
78th Pyre 123rd year of Ascendancy at 17:27 see stats
By Fat Gulie the Cornac Brawler level 15
54th Dusk 122nd year of Ascendancy at 23:47 see stats
By Fat Gulie the Cornac Brawler level 32
26th Regrowth 123rd year of Ascendancy at 06:09 see stats
By Fat Gulie the Cornac Brawler level 13
18th Dusk 122nd year of Ascendancy at 09:15 see stats
By Fat Gulie the Cornac Brawler level 34
33rd Regrowth 123rd year of Ascendancy at 08:50 see stats
Log
Saving game...
Fat Gulie leeches life from Atamathon the Giant Golem!
Atamathon the Giant Golem reflects damage back to Fat Gulie!
Atamathon the Giant Golem hits Fat Gulie for (47 resist armour), 101 physical, (18 resist armour), 0 light, (5 resist armour), 0 arcane, 5 healing, (7 resist armour), 0 darkness, (6 resist armour), 0 nature, (5 resist armour), 0 nature, (47 resist armour), 255 fire, (47 resist armour), 187 physical (542 total damage) [5 healing].
Fat Gulie hits Atamathon the Giant Golem for 179 physical, 11 light, 3 arcane, 8 darkness, 8 nature, 6 nature, 284 physical, 11 light, 3 arcane, 8 darkness, 8 nature, 6 nature (535 total damage).
Fat Gulie the level 50 cornac brawler was tortured to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.
Resting starts...
Talent Infusion: Heroism is ready to use.
Talent Infusion: Movement is ready to use.
Talent Infusion: Heroism is ready to use.
Talent Spinning Backhand is ready to use.
Talent Combination Kick is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Striking Stance is ready to use.
Talent Vitality is ready to use.
Talent Pain Enhancement System is ready to use.
Talent Exploit Weakness is ready to use.
Talent Blinding Speed is ready to use.
Rested for 36 turns (stop reason: all resources and life at maximum).
Fat Gulie activates Chant of Fortitude.
Fat Gulie activates Exploit Weakness.
Fat Gulie activates Striking Stance.
Saving done.
The rod emits a strange noise, glows briefly and returns to normal.
Fat Gulie deactivates Striking Stance.
Fat Gulie deactivates Chant of Fortitude.
Fat Gulie deactivates Exploit Weakness.