













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Quick Transmo Chest Management 1.6.7Adds a new key bind to transmogrify things faster. Currently, hitting the key on an item in the transmog chest puts it into your normal inventory, while hitting the key on an item in your normal inventory immediately transmogs it with no confirmation. The key bind only works if you have a transmog chest and only if the selected item is transmog-able. I got annoyed at how slow transmog is and made this. I'll probably make its behavior configurable in a future update. Mirrorblade 1.7.2Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 50 / 1049% |
| Size | huge |
| Lifes / Deaths | Killed by Islilrathra the barrow wight at level 22 on the 41st Steel 123rd year of Ascendancy at 01:57 0 / 10Killed by The Master at level 22 on the 41st Steel 123rd year of Ascendancy at 18:10 Killed by shadow at level 23 on the 3rd Gold 123rd year of Ascendancy at 05:24 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 4th Steel 124th year of Ascendancy at 06:57 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 4th Steel 124th year of Ascendancy at 08:07 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 4th Steel 124th year of Ascendancy at 09:11 Killed by Hypostasis of Entropy at level 50 on the 31st Steel 124th year of Ascendancy at 22:50 Killed by Hypostasis of Entropy at level 50 on the 32nd Steel 124th year of Ascendancy at 01:45 Killed by bloody parasite mass at level 50 on the 32nd Steel 124th year of Ascendancy at 17:44 Killed by bloody parasite mass at level 50 on the 32nd Steel 124th year of Ascendancy at 18:00 |
Primary Stats
| Strength | 104 (base 60) |
| Dexterity | 38 (base 11) |
| Constitution | 86 (base 50) |
| Magic | 119 (base 60) |
| Willpower | 111 (base 60) |
| Cunning | 65 (base 25) |
Resources
| Life | 1862/1862 |
| Mana | 861/861 |
| Equilibrium | 45 |
| Healing Factor | 2.1358352098045 |
| Regeneration | 58.201509467173 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 8 |
| See Stealth | 66.699472274937 |
| See Invisible | 66.699472274937 |
Offense: Mainhand
| Damage | 184 |
| Accuracy | 63 |
| Crit Chance | 31% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 105 |
| Accuracy | 63 |
| Crit Chance | 38% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 82 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 87 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +25% |
| Mind | +16% |
| Nature | +27% |
| Temporal | +13% |
| Blight | +16% |
| Arcane | +19% |
| Cold | +22% |
| All | +7% |
Offense: Damage Penetration
| Blight | +24% |
| Acid | +29% |
| Physical | +77% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 191.663024657 (96.438666929426%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 43 |
| Physical Save | 98 |
| Spell Save | 79 |
| Mental Save | 85 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 53%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 70%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 59%( 70%) |
| Light | + 68%( 70%) |
| Physical | + 31%( 70%) |
| Mind | + 43%( 70%) |
| Fire | + 56%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 695 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 210 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 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. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 733% 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 Willpower stat. |
Class Talents
| Wild-gift / Minerals | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch shield | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch stone | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Deeprock | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Spell / Stone | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.40 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Stone Vines |
| talent | Crystalline Focus |
| talent | Shards |
| talent | Eldritch Infusion |
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 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 injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | 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 successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by skeleton warrior. Escort: lost defiler (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+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 |
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 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 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: 1339. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. 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 within12 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 Maj'Eyal 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 | pair of hardened leather boots 'Mayamina' (0 def, 13 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Con offense ------ Physical Crit +1.0% Move Speed +25% Damage +7% physical Ignore resists +10% physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 45 defense ------ Armor +13 Resistance +1% physical +9% fire +3% mind +8% cold other ------- Size +1 A pair of boots made of leather. |
| Quiver | 53 alchemist onyx0.0 Encumbrance T3 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% When used in a prism: Prism damage +15% Gems can be sold for money or used in arcane rituals. |
| Light source | Hazerend1.0 Encumbrance T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Wil offense ------ Physical Crit +6.0% Mind Crit +10% Critical power +20.00% Physical Power +10 (+2 eff.) Mindpower +11 (+2 eff.) Damage +9% blight Ignore resists +14% all Ignore Armor +14 defense ------ Resistance +27% cold Physical save +15 (+3 eff.) Mind save +10 (+2 eff.) Healmod +26% other ------- EQ when Hit +0.12 Max psi +20.00 Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | warlord's voratun helm of the bounder (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +10 Str +6 Dex +4 Wil offense ------ Physical Power +9 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +11% physical Physical save +8 (+1 eff.) Skullcracker: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 801.4 Physical damage. If the attack hits, the target is confused (36% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Daimirach the Hazevengeance (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +6 Cun +6 Con offense ------ Mind Crit +1% Damage +15% cold +9% mind +6% temporal Accuracy +9 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +15% cold +10% light +8% darkness Physical save +40 (+7 eff.) Spell save +10 (+2 eff.) Mind save +19 (+3 eff.) Life Regen +11.00 Disarm Resist +100% Out-of-Phase Defense +17 Out-of-Phase Resistance +17% Out-of-Phase Resilience +17% other ------- Stamina/turn +2.00 Max stamina +40.00 Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 4.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 18% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tree of Life2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.20 Wild-gift/Bark +0.10 Wild-gift/Harmony +0.20 Wild-gift/Botany Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 8 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Yarindil the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Dex +14 Wil offense ------ Mind Crit +3% Mindpower +20 (+4 eff.) Accuracy +14 (+3 eff.) defense ------ Mind save +20 (+4 eff.) Life +76.00 Life Regen +16.00 Healmod +18% other ------- Hate-on-crit +3.00 Rings make your fingers look great! |
| On fingers | Emelytira the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +5 Dex +6 Mag +6 Cun +4 Con offense ------ Physical Power +23 (+5 eff.) Spellpower +10 (+2 eff.) Ignore resists +5% physical Accuracy +10 (+2 eff.) defense ------ Armor +4 Defense +10 (+3 eff.) Rings make your fingers look great! |
| Around neck | Geregodig the Demonpierce0.1 Encumbrance T5 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag offense ------ Spellpower/crit +6 Ignore resists +15% acid On-Hit (Melee): * 20% chance to reduce damage dealt by 36% defense ------ Resistance +20% darkness +5% arcane other ------- Mana/turn +0.56 Max mana +41.00 Amulets make your neck look great! |
| In main hand | wrathful stralite shield of earthen fury (0 def, 13 armour, 159% power, 140 block)7.0 Encumbrance T4 shield armor [Ego++] Arcane/Nature When used to Attack: Weapon Damage 159% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +140 On-crit, radius 2 +29 light +34 fire On Hit: * Deal physical damage equal to your armor (191) While equipped: offense ------ On shield block: * Deals 193 light and fire damage to each enemy blocked defense ------ Armor +13 Fatigue +8% Resistance +9% light +11% fire other ------- Talents +1 Block Handheld deflection devices. |
| Around waist | drakeskin leather belt 'Hanygas'1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature While equipped: Stats +4 Str +8 Mag +5 Con offense ------ Spell Crit +4% Physical Power +14 (+3 eff.) Spellpower +7 (+1 eff.) Spellpower/crit +4 Damage +12% arcane Ignore resists +10% blight defense ------ Physical save +10 (+2 eff.) Mind save +11 (+2 eff.) other ------- Mana/turn +0.45 Max mana +36.00 Size +1 A belt that goes around your waist. |
| In off hand | Arymahell the voratun shield (25 def, 25 armour, 181% power, 216 block)7.0 Encumbrance T5 shield armor [Rare] Master When used to Attack: Weapon Damage 181% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +12.0% Block +216 While equipped: offense ------ Ignore Armor +3 On shield block: * Cause enemies within radius 6 to bleed for 296 physical damage over 5 turns (1/turn) defense ------ Armor +25 Defense +25 (+7 eff.) Fatigue +8% Physical save +15 (+3 eff.) other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | elven-silk cloak 'Liselaith' (42 def, 36 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +8 Cun offense ------ Mindpower +10 (+2 eff.) When Hit 4 blight defense ------ Armor +36 Defense +42 (+11 eff.) Resistance +54% cold +25% light +24% fire Physical save +25 (+4 eff.) Spell save +25 (+5 eff.) Mind save +25 (+5 eff.) Stealth +15 other ------- EQ when Hit +0.16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour)17.0 Encumbrance T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Mindpower +10 (+2 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+4 eff.) Fatigue +17% Resistance +15% acid +15% light +20% blight +25% mind +20% darkness Physical save +15 (+3 eff.) Mind save +25 (+5 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +4 Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 3.5 Power cost 11 out of 25/25. Range 2 Cooldown: 8 Travel.spd 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 5 turns and vulnerable to attacks. They will lose 21 Armour, 30 Defense and your attacks will gain 39% 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
Primal Infusion (affinity 21%; reduction 4; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the wizard (heal 278; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 278 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+1 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+2 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+10 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +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 145 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." |
Titanic (20 def, 18 armour, 159% power, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 159% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+5 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Blackfire Aegis (8 def, 18 armour, 169% power, 235 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 169% Range: 1.0x-1.2x Uses 100% Str Damage Stunning fire Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +7.0% Block +235 Damage Conversion 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: offense ------ Spellpower +8 (+2 eff.) When Hit 24 darkness 24 fire defense ------ Armor +18 Defense +8 (+2 eff.) Ranged Defense +12 (+3 eff.) Fatigue +25% Resistance +20% darkness +35% fire other ------- Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
Shieldsmaiden (5 def, 20 armour, 159% power, 150 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 159% Range: 1.0x-1.2x Uses 100% Str Damage Ice Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: defense ------ Armor +20 Defense +5 (+2 eff.) Ranged Defense +12 (+3 eff.) Fatigue +10% Resistance +25% cold +25% fire other ------- Talents +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. |
Unsetting Sun (16 def, 20 armour, 161% power, 280 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Weapon Damage 161% Range: 1.0x-1.2x Uses 100% Str Damage Light Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +280 While equipped: defense ------ Armor +20 Defense +16 (+4 eff.) Ranged Defense +17 (+5 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+4 eff.) other ------- Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 4.5 Power cost 37 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 63.55 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Monolith Armour (40 def, 50 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Spellpower +25 (+5 eff.) defense ------ Armor +50 Defense +40 (+10 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+6 eff.) Spell save +35 (+7 eff.) Life +270.00 Life Regen +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
fortifying voratun plate armour of the deep (0 def, 19 armour)17.0 Encumbrance T5 massive armor [Ego++] Nature/Master While equipped: Stats +2 Str +5 Con defense ------ Armor +19 Fatigue +22% Resistance +10% acid +10% cold Life +52.00 other ------- Breathe water A suit of armour made of metal plates. |
Olerab1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +16 Cun +16 Wil offense ------ Spellpower +12 (+2 eff.) Damage +9% acid +6% blight Against +83% Summoned When Hit 8 blight On-Hit (Melee): * 20% chance to reduce armor by 45% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% blight Resist Against +82% Summoned Mind save +15 (+3 eff.) A belt that goes around your waist. |
onyx0.0 Encumbrance 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 When used in a prism: Prism damage +15% Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature When used in a prism: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
9 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire When used in a prism: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold When used in a prism: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Latent Damage Type: Lightning When used in a prism: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
4 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature When used in a prism: Additional 0 slow damage Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature When used in a prism: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 Encumbrance 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 When used in a prism: Prism damage +20% Gems can be sold for money or used in arcane rituals. |
9 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light When used in a prism: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
12 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire When used in a prism: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
15 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 diamond0.0 Encumbrance 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 When used in a prism: Prism damage +25% Gems can be sold for money or used in arcane rituals. |
13 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold When used in a prism: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold When used in a prism: Additional 100 lite damage Gems can be sold for money or used in arcane rituals. |
Atamathon's Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
67 alchemist lapis lazuli0.0 Encumbrance T3 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 30 When used in a prism: Equilibrium reduced 15 Gems can be sold for money or used in arcane rituals. |
67 alchemist quartz0.0 Encumbrance T3 white alchemist-gem [Normal] When used as an alchemist bomb: Additional 10 physical repulsion damage When used in a prism: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
44 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life When used in a prism: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command)1.0 Encumbrance 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. |
Elemental Orb (Orb of Command)1.0 Encumbrance 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. |
Orb of Destruction (Orb of Command)1.0 Encumbrance 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. |
Orb of Undeath (Orb of Command)1.0 Encumbrance 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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 (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 858.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 19 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
overpowered elven-wood wand of shielding [power 518] (20 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 518 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Home, Horrific Home"2.0 Encumbrance T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Storal the Dwarf Stone Warden level 19
17th Steel 123rd year of Ascendancy at 10:36 see stats
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Storal the Dwarf Stone Warden level 27
32nd Stralite 123rd year of Ascendancy at 01:20 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Storal the Dwarf Stone Warden level 43
15th Shortage 123rd year of Ascendancy at 12:47 see stats
Against all odds
Killed Ukruk in the ambush.By Storal the Dwarf Stone Warden level 26
28th Stralite 123rd year of Ascendancy at 18:44 see stats
Arachnophobia
Destroyed the spydric menace.By Storal the Dwarf Stone Warden level 32
20th Wealth 123rd year of Ascendancy at 12:41 see stats
Atamathoned!
Killed the giant golem Atamathon after foolishly reactivating it.By Storal the Dwarf Stone Warden level 50
12nd Steel 124th year of Ascendancy at 12:02 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Storal the Dwarf Stone Warden level 38
18th Loss 123rd year of Ascendancy at 16:14 see stats
Bookception!
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Storal the Dwarf Stone Warden level 50
24th Iron 124th year of Ascendancy at 17:01 see stats
Brave new world
Went to the Far East and took part in the war.By Storal the Dwarf Stone Warden level 31
17th Wealth 123rd year of Ascendancy at 22:27 see stats
Bringer of Doom
Killed a Bringer of Doom.By Storal the Dwarf Stone Warden level 15
19th Shortage 122nd year of Ascendancy at 09:38 see stats
Clone War
Destroyed your own Shade.By Storal the Dwarf Stone Warden level 31
14th Wealth 123rd year of Ascendancy at 03:22 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Storal the Dwarf Stone Warden level 11
18th Loss 122nd year of Ascendancy at 05:32 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Storal the Dwarf Stone Warden level 28
37th Stralite 123rd year of Ascendancy at 12:25 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Storal the Dwarf Stone Warden level 47
4th Iron 124th year of Ascendancy at 11:50 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Storal the Dwarf Stone Warden level 50
24th Iron 124th year of Ascendancy at 22:28 see stats
Exterminator
Killed 1000 creatures.By Storal the Dwarf Stone Warden level 19
24th Steel 123rd year of Ascendancy at 20:12 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Storal the Dwarf Stone Warden level 24
12nd Gold 123rd year of Ascendancy at 09:00 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Storal the Dwarf Stone Warden level 47
5th Iron 124th year of Ascendancy at 12:58 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Storal the Dwarf Stone Warden level 15
7th Shortage 122nd year of Ascendancy at 00:00 see stats
Level 10
Got a character to level 10.By Storal the Dwarf Stone Warden level 10
3rd Loss 122nd year of Ascendancy at 05:06 see stats
Level 20
Got a character to level 20.By Storal the Dwarf Stone Warden level 20
24th Steel 123rd year of Ascendancy at 22:42 see stats
Level 30
Got a character to level 30.By Storal the Dwarf Stone Warden level 30
37th Stralite 123rd year of Ascendancy at 20:28 see stats
Level 40
Got a character to level 40.By Storal the Dwarf Stone Warden level 40
3rd Shortage 123rd year of Ascendancy at 12:01 see stats
Level 50
Got a character to level 50.By Storal the Dwarf Stone Warden level 50
24th Iron 124th year of Ascendancy at 15:21 see stats
Orcrist
Killed the leaders of the Orc Pride.By Storal the Dwarf Stone Warden level 46
4th Iron 124th year of Ascendancy at 04:14 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Storal the Dwarf Stone Warden level 42
8th Shortage 123rd year of Ascendancy at 10:07 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Storal the Dwarf Stone Warden level 20
27th Steel 123rd year of Ascendancy at 13:01 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Storal the Dwarf Stone Warden level 36
7th Loss 123rd year of Ascendancy at 17:19 see stats
Size is everything
Did over 1500 damage in one attack.By Storal the Dwarf Stone Warden level 41
5th Shortage 123rd year of Ascendancy at 04:06 see stats
Size matters
Did over 600 damage in one attack.By Storal the Dwarf Stone Warden level 30
38th Stralite 123rd year of Ascendancy at 12:16 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Storal the Dwarf Stone Warden level 29
37th Stralite 123rd year of Ascendancy at 15:57 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Storal the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 11:10 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Storal the Dwarf Stone Warden level 50
24th Iron 124th year of Ascendancy at 22:26 see stats
The Arena
Unlocked Arena mode.By Storal the Dwarf Stone Warden level 5
26th Dearth 122nd year of Ascendancy at 07:39 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Storal the Dwarf Stone Warden level 46
4th Iron 124th year of Ascendancy at 06:37 see stats
The Sun Still Shines
Aeryn survived the last battle.By Storal the Dwarf Stone Warden level 50
24th Iron 124th year of Ascendancy at 22:28 see stats
The secret city
Discovered the truth about mages.By Storal the Dwarf Stone Warden level 10
5th Loss 122nd year of Ascendancy at 17:07 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Storal the Dwarf Stone Warden level 33
13rd Dearth 123rd year of Ascendancy at 17:52 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Storal the Dwarf Stone Warden level 25
27th Stralite 123rd year of Ascendancy at 16:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Storal the Dwarf Stone Warden level 18
1st Steel 123rd year of Ascendancy at 06:47 see stats
Unstoppable
Returned from the dead.By Storal the Dwarf Stone Warden level 50
32nd Steel 124th year of Ascendancy at 01:46 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Storal the Dwarf Stone Warden level 25
27th Stralite 123rd year of Ascendancy at 23:52 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Storal the Dwarf Stone Warden level 49
23rd Iron 124th year of Ascendancy at 18:55 see stats
Log
Today is the 33rd Steel of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:38.
Storal casts Stone Spikes.
Resting starts...
Talent Stone Spikes is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).




















































































































