



















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This 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 Items Vault 1.7.6Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay== Harbinger == ( https://te4.org/games/addons/tome/harbinger ) Wild Gift / Blaze Wild Gift / Blizzard Wild Gift / Cyclone Wild Gift / Endurance Wild Gift / Rain Wild Gift / Supercell Wild Gift / Thunder == Zephyr == ( https://te4.org/games/addons/tome/zephyr-class ) Spell / Air Archery Spell / Storm Archery Spell / Swiftness Spell / Wild Magic nsrr== White Monk == ( https://te4.org/games/addons/tome/whitemonk ) Technique / Agile Combatant Technique / Black Belt Technique / Fending Technique / Martial Arts Technique / Mending Technique / Transcending Changelog1.0.2: 1.0.0: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Select your Escorts 1.7.0Allows 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. Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Doomelf |
Class | Annihilator |
Level / Exp | 50 / 2821% |
Size | medium |
Lifes / Deaths | Killed by Malnza the quasit squad leader at level 19 on the 22nd Dusk 122nd year of Ascendancy at 06:14 0 / 7Killed by Malnza the quasit squad leader at level 19 on the 22nd Dusk 122nd year of Ascendancy at 08:33 Killed by Malnza the quasit squad leader at level 19 on the 22nd Dusk 122nd year of Ascendancy at 10:48 Killed by Yepimur the quasit at level 19 on the 23rd Dusk 122nd year of Ascendancy at 04:00 Killed by Lamozim the quasit squad leader at level 19 on the 23rd Dusk 122nd year of Ascendancy at 11:30 Killed by Mayybeth the blinkwyrm at level 48 on the 1st Decay 123rd year of Ascendancy at 18:16 Killed by bloated horror at level 50 on the 60th Dusk 124th year of Ascendancy at 01:14 |
Primary Stats
Strength | 93 (base 22) |
Dexterity | 157 (base 62) |
Constitution | 85 (base 27) |
Magic | 100 (base 61) |
Willpower | 53 (base 9) |
Cunning | 146 (base 60) |
Resources
Life | 1138/1138 |
Steam | 118/118 |
Healing Factor | 1.9171034055824 |
Regeneration | 23.825171316989 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 17 |
Infravision | 9 |
See Stealth | 78 |
See Invisible | 80 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 199 |
Accuracy | 98 |
Crit Chance | 88% |
APR | 64 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 89 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 89 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Nature | +47% |
Acid | +47% |
Light | +37% |
Cold | +34% |
Blight | +60% |
Mind | +40% |
Fire | +103% |
All | +22% |
Offense: Damage Penetration
Mind | +25% |
Light | +20% |
Fire | +45% |
All | +10% |
Defense: Base
Armour (hardiness) | 89.522593642275 (62.32946707186%) |
Defense | 85 |
Ranged Defense | 92 |
Fatigue | 41 |
Physical Save | 69 |
Spell Save | 42 |
Mental Save | 63 |
Defense: Resistances
Acid | + 59%( 70%) |
Blight | + 45%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 68%( 70%) |
All | + 28%( 70%) |
Lightning | + 70%( 70%) |
Light | + 42%( 70%) |
Physical | + 51%( 70%) |
Mind | + 45%( 70%) |
Darkness | + 43%( 70%) |
Fire | + 70%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Pinning Resistance | 94% |
Confusion Resistance | 89% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 75% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 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. |
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 242% efficiency and cooldown mod of 64%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.5 steam per turn. Can be activated for an instant burst of 103 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.1 steam per turn. Can be activated for an instant burst of 106 steam. Its effects scale with your Dexterity 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 260% efficiency and cooldown mod of 76%. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exoskeleton |
talent | Incendiary Grenade |
talent | Rocket Pod |
talent | Chant of Fortitude |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 8 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by thought-forged warrior. Escort: repented thief (level 2 of Trollmire) | failed |
You failed to protect the repented thief from death by grave wight. Escort: repented thief (level 3 of Dreadfell) | failed |
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 failed to protect the temporal explorer from death by Layumira the thief. Escort: temporal explorer (level 1 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 |
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. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed xorn fragment. * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bloated horror heart. * You've found the needed ice wyrm tooth. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed length of troll intestine. * You've found the needed chunk of ghoul flesh. You have aided Agrimley the hermit in creating an elixir of focus. 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. | active |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* 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 within7 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +9 Str +11 Dex offense ------ Damage +10% fire defense ------ Armor +16 Defense +9 (+1 eff.) Fatigue +8% Physical save +16 (+4 eff.) Pinning Resist +75% Knockbk Resist +25% Teleport Resist +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Master Weapon Damage 73.5 - 88.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +29.0% Capacity 21 On-ranged-hit +20 mind On-Hit, radius 1 +20 mind On Hit: * 20% chance to slow global speed by 75% * 20 arcane resource burn On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 430 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Random Unique] Arcane/Master While equipped: offense ------ Damage +6% fire Ignore resists +10% all +15% fire Ignore Armor +10 When Hit 13 fire defense ------ Resistance +5% arcane +16% fire Blind Resist +38% Confus Resist +22% other ------- Light +10 See Stealth +13 See Invisibility +15 Track: Puts all charms on 40 turn cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 37 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +8 Dex +4 Wil +9 Cun +8 Con offense ------ Critical power +10.00% Damage +3% mind When Hit 6 mind defense ------ Armor +13 Defense +8 (+1 eff.) Fatigue +5% Resistance +14% acid +11% cold +12% lightning +13% fire +3% mind +6% all Physical save +16 (+4 eff.) other ------- Psi when Hit +0.16 Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed A hat made of leather. Very stylish. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +13 Disarm Resist +150% other ------- Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | ![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +4 Str +9 Dex +7 Cun offense ------ Critical power +16.00% Physical Power +17 (+3 eff.) Move Speed +10% Accuracy +20 (+4 eff.) Ignore Armor +7 defense ------ Armor +5 Defense +8 (+1 eff.) Resistance +9% physical Crit Resistance 10.00% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +9 Dex +8 Con offense ------ Physical Power +13 (+2 eff.) Spellpower +15 (+3 eff.) Mindpower +13 (+2 eff.) Accuracy +18 (+3 eff.) Ignore Armor +3 defense ------ Armor +8 Defense +30 (+6 eff.) Physical save +16 (+4 eff.) Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Master/Psionic While equipped: offense ------ Physical Power +17 (+3 eff.) Spellpower +16 (+3 eff.) Mindpower +13 (+2 eff.) Damage +7% all Accuracy +14 (+3 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +9% acid +6% blight +3% nature +3% mind +9% lightning Crit Resistance 15.00% Spell save +10 (+4 eff.) Mind save +13 (+4 eff.) Unlife -40.00 life Confus Resist +42% Stun Resist +60% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +10 Con offense ------ Critical power +20.00% Spellpower +7 (+1 eff.) Damage +13% blight +12% fire +12% cold When Hit 4 cold defense ------ Resistance +6% darkness +15% cold Healmod +29% Cut Resist +70% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 513 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +17 fire +12 cold On-Hit, radius 1 +8 mind +0 20% chance of physical repulsion On Hit: * chills your foe dealing 57 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: Stats +14 Str +16 Dex +10 Mag +12 Wil +9 Cun +12 Con offense ------ Critical power +20.00% Mindpower +10 (+2 eff.) Damage +18% fire defense ------ Resistance +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 52.0 - 62.4 Light Uses 50% Mag, 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+1 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+3 eff.) Ranged Defense +17 (+3 eff.) Fatigue +12% Resistance +12% mind +10% fire +20% light +15% darkness Mind save +18 (+5 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 94.62 to 118.28 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Critical power +26.00% Ignore resists +5% mind +10% fire Accuracy +12 (+2 eff.) Ignore Armor +12 When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 46 defense ------ Defense +19 (+3 eff.) Resistance +18% blight +30% lightning +6% mind +17% nature Physical save +13 (+3 eff.) Stealth +15 Life Regen +9.00 Healmod +14% Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +16 Str +10 Dex +10 Mag +16 Wil +14 Cun +10 Con +10 Lck defense ------ Armor +14 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% cold +20% fire +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1190% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 441.64 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 4 darkness, 3 blight, 5 light, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +6% fire Ignore resists +10% lightning +5% arcane When Hit 2 arcane 6 lightning defense ------ Armor +8 Defense +12 (+2 eff.) Resistance +41% lightning +6% arcane Max Resistance +7% all Physical save +22 (+5 eff.) Blind Resist +38% Stun Resist +50% other ------- Infravision +9 Sight +2 See Invisibility +15 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +16 Dex +7 Mag +9 Cun offense ------ On-Hit 26 light On-Ranged-Hit 33 light Damage +3% mind +18% light Ignore resists +15% lightning Accuracy +28 (+5 eff.) defense ------ Resistance +9% acid +3% cold +3% light +9% blight Rings make your fingers look great! |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+9 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 200 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." |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +18 fire On-crit, radius 2 +85 fire Uses 2.0 Steam While equipped: offense ------ Mind Crit +2% Steampower +14 (+2 eff.) Mindpower +15 (+3 eff.) Global Speed +7% Damage +19% fire +19% physical +18% arcane +9% mind Ignore resists +5% arcane +22% fire defense ------ Resistance +5% arcane Mind save +3 (+1 eff.) other ------- Max psi +20.00 Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Nature/Disrupt/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +12 nature On-crit, radius 2 +68 fire On Hit: * 21% chance to slow global speed by 75% Uses 2.0 Steam While equipped: Stats +6 Str +4 Wil +6 Cun offense ------ Physical Power +15 (+2 eff.) Mindpower +14 (+3 eff.) Global Speed +9% Ignore resists +25% mind +17% fire On-Hit (Ranged): * 18 arcane resource burn * 10% chance to reduce all saves and defense by 46 defense ------ Resistance +3% nature other ------- Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 64.5 - 77.4 Physical Uses 50% Cun, 50% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +22.0% Capacity 24 On-ranged-hit +23 fire +31 physical On-Hit, radius 1 +20 fire On-crit, radius 2 +23 fire On Hit: * 23% chance to slow global speed by 75% * 20% chance to knock the target back 3 spaces and deal 321 physical damage On Critical: * Wound the target dealing 430 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Nature/Master Weapon Damage 61.0 - 73.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 Projectile Speed +200% On-ranged-hit +20 acid +8 mind +27 fire On-crit, radius 2 +11 fire On Hit: * 21% chance to reduce all saves and defense by 46 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 307 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master/Psionic When used to Attack: Weapon Damage 69.5 - 83.4 Physical Uses 50% Mag, 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +5.0% Block +207 On-hit +20 nature +27 physical While equipped: Stats +11 Str +16 Dex +6 Wil offense ------ Accuracy +22 (+4 eff.) When Hit 6 physical defense ------ Armor +10 Fatigue +8% Resistance +18% blight +19% physical +20% nature +6% acid Windwall +78 Mind save +6 (+2 eff.) Slow Projectiles +36% Life +105.00 other ------- Max stamina +10.00 Talents +1 Block Handheld deflection devices. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+2 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Master While equipped: offense ------ Physical Crit +9.0% Combat Speed +15% Spell Speed +15% Mind Speed +15% Damage +9% cold +9% temporal Ignore resists +15% cold Ignore Armor +15 When Hit 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +8 Defense +34 (+6 eff.) Fatigue +8% Resistance +6% temporal +8% physical Physical save +23 (+6 eff.) other ------- Stamina/turn +1.30 Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 5.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 181 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +2 Con offense ------ Physical Crit +5.0% Critical power +33.00% Physical Power +5 (+1 eff.) Spellpower +10 (+2 eff.) Damage +3% arcane Ignore resists +20% blight defense ------ Armor +12 Defense +35 (+7 eff.) Physical save +25 (+6 eff.) Stealth +13 other ------- Infravision +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +5 Dex offense ------ Physical Crit +18.0% Mind Crit +10% Critical power +13.00% Physical Power +5 (+1 eff.) Spellpower +30 (+6 eff.) Ignore resists +20% arcane Ignore Shields +10% defense ------ Resistance +6% nature Life Regen +2.80 Healmod +22% A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) Move Speed +10% defense ------ Defense +10 (+2 eff.) Resistance +0% lightning Physical save +10 (+2 eff.) other ------- Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+2 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +19 Dex +12 Cun +6 Con offense ------ Damage +12% light +3% acid Ignore resists +20% acid Ignore Armor +7 defense ------ Armor +5 Fatigue +5% Resistance +9% acid +21% darkness +9% light other ------- Infravision +7 A hat made of leather. Very stylish. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 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. |
![]() 0.0 Encumbrance 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 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+2 eff.) Spellpower +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 58.00 cold damage and 52.81 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 0.0 Encumbrance 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 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag On-Hit, radius 1 +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 66] amazing fiery salve [power 66]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 260% efficiency and 76% cooldown modifier. Remove 3 magical effects and grants a fiery aura (66% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 66] amazing frost salve [power 66]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 260% efficiency and 76% cooldown modifier. Remove 3 physical effects and grants a frost aura (66% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 944] amazing healing salve [power 944]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 260% efficiency and 76% cooldown modifier. Heal 944 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful pain suppressor salve [power 590] powerful pain suppressor salve [power 590]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 260% efficiency and 76% cooldown modifier. Let you fight up to -590 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 826] amazing pain suppressor salve [power 826]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 260% efficiency and 76% cooldown modifier. Let you fight up to -826 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 262] amazing unstoppable force salve [power 262]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 260% efficiency and 76% cooldown modifier. Increases all saves by 262 and healing factor by half Puts Talent Medical Injector on 18 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 66] amazing water salve [power 66]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 260% efficiency and 76% cooldown modifier. Remove 3 mental effects and grants a water aura (66% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Defense +15 (+3 eff.) Resistance +11% nature +6% blight Life +100.00 Disease Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +3 Str offense ------ Critical power +10.00% Physical Power +8 (+1 eff.) Ignore Armor +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By DooAnn the Doomelf Annihilator level 38
22nd Pyre 123rd year of Ascendancy at 17:59 see stats
By DooAnn the Doomelf Annihilator level 29
55th Haze 122nd year of Ascendancy at 00:51 see stats
By DooAnn the Doomelf Annihilator level 38
20th Pyre 123rd year of Ascendancy at 21:14 see stats
By DooAnn the Doomelf Annihilator level 42
5th Flare 123rd year of Ascendancy at 23:45 see stats
By DooAnn the Doomelf Annihilator level 50
1st Mirth 124th year of Ascendancy at 05:06 see stats
By DooAnn the Doomelf Annihilator level 50
14th Regrowth 124th year of Ascendancy at 00:21 see stats
By DooAnn the Doomelf Annihilator level 41
2nd Flare 123rd year of Ascendancy at 20:44 see stats
By DooAnn the Doomelf Annihilator level 13
6th Flare 122nd year of Ascendancy at 18:16 see stats
By DooAnn the Doomelf Annihilator level 46
73rd Dusk 123rd year of Ascendancy at 02:04 see stats
By DooAnn the Doomelf Annihilator level 40
1st Summertide 123rd year of Ascendancy at 10:32 see stats
By DooAnn the Doomelf Annihilator level 33
12nd Regrowth 123rd year of Ascendancy at 07:17 see stats
By DooAnn the Doomelf Annihilator level 50
68th Pyre 124th year of Ascendancy at 18:04 see stats
By DooAnn the Doomelf Annihilator level 50
61st Dusk 124th year of Ascendancy at 08:20 see stats
By DooAnn the Doomelf Annihilator level 22
76th Dusk 122nd year of Ascendancy at 01:01 see stats
By DooAnn the Doomelf Annihilator level 33
12nd Regrowth 123rd year of Ascendancy at 17:20 see stats
By DooAnn the Doomelf Annihilator level 27
42nd Haze 122nd year of Ascendancy at 11:36 see stats
By DooAnn the Doomelf Annihilator level 50
58th Dusk 124th year of Ascendancy at 03:07 see stats
By DooAnn the Doomelf Annihilator level 46
73rd Dusk 123rd year of Ascendancy at 04:48 see stats
By DooAnn the Doomelf Annihilator level 6
77th Pyre 122nd year of Ascendancy at 06:55 see stats
By DooAnn the Doomelf Annihilator level 29
55th Haze 122nd year of Ascendancy at 00:16 see stats
By DooAnn the Doomelf Annihilator level 50
1st Mirth 124th year of Ascendancy at 08:01 see stats
By DooAnn the Doomelf Annihilator level 32
1st Decay 122nd year of Ascendancy at 22:23 see stats
By DooAnn the Doomelf Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 10:43 see stats
By DooAnn the Doomelf Annihilator level 20
23rd Dusk 122nd year of Ascendancy at 17:30 see stats
By DooAnn the Doomelf Annihilator level 30
65th Haze 122nd year of Ascendancy at 08:06 see stats
By DooAnn the Doomelf Annihilator level 40
1st Summertide 123rd year of Ascendancy at 06:09 see stats
By DooAnn the Doomelf Annihilator level 50
13rd Regrowth 124th year of Ascendancy at 21:31 see stats
By DooAnn the Doomelf Annihilator level 29
55th Haze 122nd year of Ascendancy at 00:51 see stats
By DooAnn the Doomelf Annihilator level 20
24th Dusk 122nd year of Ascendancy at 07:03 see stats
By DooAnn the Doomelf Annihilator level 50
3rd Flare 124th year of Ascendancy at 16:25 see stats
By DooAnn the Doomelf Annihilator level 50
51st Regrowth 124th year of Ascendancy at 17:15 see stats
By DooAnn the Doomelf Annihilator level 22
67th Dusk 122nd year of Ascendancy at 08:34 see stats
By DooAnn the Doomelf Annihilator level 50
8th Flare 124th year of Ascendancy at 20:00 see stats
By DooAnn the Doomelf Annihilator level 38
8th Mirth 123rd year of Ascendancy at 19:38 see stats
By DooAnn the Doomelf Annihilator level 23
38th Haze 122nd year of Ascendancy at 18:20 see stats
By DooAnn the Doomelf Annihilator level 40
1st Summertide 123rd year of Ascendancy at 12:20 see stats
By DooAnn the Doomelf Annihilator level 50
61st Dusk 124th year of Ascendancy at 08:19 see stats
By DooAnn the Doomelf Annihilator level 29
55th Haze 122nd year of Ascendancy at 00:51 see stats
By DooAnn the Doomelf Annihilator level 36
32nd Regrowth 123rd year of Ascendancy at 05:59 see stats
By DooAnn the Doomelf Annihilator level 10
4th Mirth 122nd year of Ascendancy at 05:02 see stats
By DooAnn the Doomelf Annihilator level 29
55th Haze 122nd year of Ascendancy at 00:51 see stats
By DooAnn the Doomelf Annihilator level 30
65th Haze 122nd year of Ascendancy at 18:43 see stats
By DooAnn the Doomelf Annihilator level 50
61st Dusk 124th year of Ascendancy at 08:20 see stats
By DooAnn the Doomelf Annihilator level 43
10th Flare 123rd year of Ascendancy at 05:37 see stats
By DooAnn the Doomelf Annihilator level 13
1st Summertide 122nd year of Ascendancy at 18:54 see stats
By DooAnn the Doomelf Annihilator level 44
21st Dusk 123rd year of Ascendancy at 05:28 see stats
By DooAnn the Doomelf Annihilator level 22
45th Dusk 122nd year of Ascendancy at 21:14 see stats
By DooAnn the Doomelf Annihilator level 16
4th Dusk 122nd year of Ascendancy at 22:02 see stats
By DooAnn the Doomelf Annihilator level 37
20th Pyre 123rd year of Ascendancy at 02:21 see stats
Log
Today is the 79th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
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Today is the 1st Time of Equilibrium of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
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Today is the 1st Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
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Today is the 2nd Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
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Today is the 3rd Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:18.
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Saving done.
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Today is the 4th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
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Today is the 5th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
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There is a Way to a strange portal here (press '' or right click to use).
--------------------------------
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.