











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Angelus Errare 1.4.6Increases the chance for special farportal events after winning the game. Eases access to the eidolon plane for roguelike winners. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Shadowblade |
Level / Exp | 50 / 3037% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 158.9825 (base 60) |
Dexterity | 162.9825 (base 63) |
Constitution | 49 (base 8) |
Magic | 94 (base 60) |
Willpower | 48 (base 16) |
Cunning | 164.9825 (base 41) |
Resources
Mana | 158/174 |
Life | 1470/1470 |
Positive | 0/177 |
Stamina | 233/297 |
Steam | 0/100 |
Healing Factor | 1.8171232876713 |
Regeneration | 26.075719178084 |
Speed
Mental | +59.582048741193% |
Attack | +15% |
Movement | 0% |
Spell | +28.730253703435% |
Global | +145% |
Vision
Sight | 10 |
Lite | -12 |
Infravision | 23 |
See Stealth | 56.268898551588 |
See Invisible | 72.268898551588 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 266 |
Accuracy | 82 |
Crit Chance | 115% |
APR | 61 |
Speed | 0.63 |
Offense: Offhand
Damage | 194 |
Accuracy | 82 |
Crit Chance | 120% |
APR | 51 |
Speed | 0.63 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 69% |
Speed | 0.77681816918016 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 68% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Acid | +25% |
Blight | +41% |
Physical | +78% |
Cold | +25% |
All | +17% |
Lightning | +24% |
Light | +35% |
Darkness | +42% |
Fire | +40% |
Mind | +26% |
Offense: Damage Penetration
Blight | +15% |
Physical | +36% |
All | 0% |
Defense: Base
Armour (hardiness) | 108 (100%) |
Defense | 72 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 71 |
Spell Save | 51 |
Mental Save | 65 |
Defense: Resistances
Acid | + 54%( 70%) |
Blight | + 63%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 38%( 70%) |
All | + 17%( 70%) |
Lightning | + 47%( 70%) |
Temporal | + 42%( 70%) |
Darkness | + 39%( 70%) |
Physical | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 50% |
Bleed Resistance | 20% |
Pinning Resistance | 45% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 33 for 12 turns. While Heroism is active, you will only die when reaching -1423 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1234 life over 5 turns. 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 285% efficiency and cooldown mod of 75%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 300% efficiency and cooldown mod of 68%. Its effects scale with your Strength stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.20 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shadow Feed |
talent | Trained Reactions |
talent | Essence of Speed |
talent | Premonition |
talent | Chant of Fortress |
talent | Blade Flurry |
beneficial effect | The target's critical strike damage bonus is increased by 36%. Shadowstrike |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Increases your three highest stats by 32 and keeps you from dying even if your life drops to -1394. Heroism |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Do not try to resist it! Ogric Wrath |
beneficial effect | Parrying melee and ranged attacks: Has a 74% chance to deflect up to 43 damage from the next 3.4 attack(s). Parried attacks cannot crit. Parrying |
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 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 injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Emelemina the vampire. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Vorikira the forest troll. Escort: temporal explorer (level 4 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 |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1237. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of 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 within15 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +125% Teleport immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +12 (+1 eff.) Armour: +6 Changes stats: +2 Dex / +7 Wil / +11 Cun / +12 Con Changes resistances: +29% blight Changes damage: +18% physical / +6% light / +25% darkness Critical mult.: +18.00% Life regen: +10.00 Maximum stamina: +10.00 Light radius: -11 Infravision radius: +17 See invisible: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+6 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Silence immunity: +50% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Talent granted: +5 Iron Grip Critical mult.: +50.00% Disarm immunity: +100% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+1 eff.) Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Str Changes resistances: +6% lightning / +10% physical / +6% darkness / +3% fire / +12% nature Changes resistances penetration: +21% physical Critical mult.: +20.00% Confusion immunity: +10% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to disease * 20% chance to cause random gloom Damage (Melee): 24 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 19 bleed Damage when hit (Melee): 8 blight Changes stats: +1 Dex / +12 Cun / +4 Con Changes resistances penetration: +15% blight Changes damage: +9% blight Reduces incoming crit damage: 5.00% Mental save: +12 (+3 eff.) Confusion immunity: +50% Life regen: +2.00 Hate when firing a critical mind attack: +3.00 Maximum life: +99.00 Maximum hate: +14.00 Healing mod.: +25% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -2% Changes stats: +3 Wil / +3 Mag Changes resistances: +6% blight Changes damage: +7% lightning / +15% blight / +23% fire / +8% cold / +8% acid Critical mult.: +19.00% Teleport immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Maximum psi: +40.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +6% See invisible: +6 Heals friendly targets nearby when you use a nature summon: +30 It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
In main hand | ![]() Sawrd (30-48 power, 19 apr) =JAJAJAJAJA= Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 30.0 - 48.0 Uses stats: 50% Mag, 120% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 105 damage Multiple attacks: +3 Multiple attacks procs power reduction: -67% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault Critical mult.: +15.00% A brutal weapon of countless blades. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Armour: +15 Fatigue: -10% Changes stats: +12 Dex / +12 Cun / +10 Lck Changes resistances: +5% arcane Grants telepathy: Dragon Trap disarming bonus: +30 Stealth bonus: +15 Mental save: +13 (+3 eff.) Maximum stamina: +5.00 Spellpower: +12 (+2 eff.) Mental crit. chance: +15% Infravision radius: +6 It can be used to create a temporary shield that absorbs 407 damage, putting all charms on cooldown for 18 turns. A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Cun, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health * flashes light on your target dealing 105 damage When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +35.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +9 Armour: +13 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +30% lightning / +30% temporal / +21% darkness / +20% blight / +25% cold / +19% nature / +3% fire Changes damage: +9% mind Critical mult.: +10.00% Physical save: +10 (+3 eff.) Spell save: +20 (+6 eff.) Cut immunity: +20% Stun/Freeze immunity: +65% Life regen: +1.90 Mana each turn: +0.08 Healing mod.: +30% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +29% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +25 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 23 acid / 28 fire Damage (Ranged): 9 fire Damage when hit (Melee): 15 acid / 14 fire / 0 physical Changes stats: +11 Str / +13 Dex / +10 Mag / +19 Wil / +19 Cun / +10 Con Changes resistances: +30% acid / +58% fire / +31% physical Changes damage: +12% light Critical mult.: +3.00% Mental save: +24 (+6 eff.) Life regen: +0.20 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Inventory
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Critical mult.: +0.00% Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 116 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." |
![]() Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 407.59 to 1222.77 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 1071.47 to 2142.93 physical damage (based on Strength) to each, costing 29 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 65% Cun, 35% Dex, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Critical mult.: +0.00% Light radius: -2 It can be used to activate talent Creeping Darkness (costing 15 power out of 40/40) : Effective talent level: 3.0 Power cost: 15 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 35.36 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 16 physical / 8 temporal Changes stats: +4 Cun / +3 Wil Changes resistances: +12% lightning / +28% physical Changes resistances penetration: +27% physical Changes damage: +9% acid / +26% physical Spell save: +6 (+2 eff.) Stun/Freeze immunity: +10% Knockback immunity: +15% Equilibrium when hit: +2.20 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This parasitic mindstar will draw strength from other psionic mindstars. This natural frost should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 17 ice Changes resistances: +17% cold / +8% nature / +6% temporal Changes resistances penetration: +8% nature / +16% cold Changes damage: +5% nature / +16% cold Talent mastery: +0.20 Wild-gift / Harmony Mental save: +30 (+8 eff.) Equilibrium when hit: +2.22 Hate when firing a critical mind attack: +6.00 Maximum hate: +29.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +6% Life leech chance: +23% Life leech: +22% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Changes resistances: +20% cold Changes damage: +5% mind Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +42 Defense: +9 (+2 eff.) Fatigue: +4% Changes stats: +2 Mag / +13 Wil / +7 Cun Changes resistances: +6% blight Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Physical save: +15 (+4 eff.) Mental save: +19 (+5 eff.) See invisible: +9 A suit of armour made of metal plates. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Armour: +2 Damage (Melee): 12 darkness / 11 arcane Changes stats: +5 Dex / +6 Mag / +6 Wil / +5 Cun Changes resistances: +9% darkness / +6% arcane Changes resistances penetration: +10% nature Changes damage: +6% darkness / +9% blight When used to modify unarmed attacks: Base power: 15.5 - 17.1 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). On weapon hit: * 20% chance to disease * Slows global speed by 40% * 8% chance to inflict 15% damage reduction Damage (Melee): +9 arcane Burst (radius 2) on crit: +8 nature It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Con Changes resistances: +9% darkness Reduces incoming crit damage: 10.00% Physical save: +15 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +35 (+9 eff.) Silence immunity: +20% Disarm immunity: +27% When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +9 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 8 blight Changes resistances: +5% blight / +6% nature Changes damage: +7% blight Mental save: +6 (+2 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 3). Damage (Melee): +8 mind Burst (radius 2) on crit: +8 blight Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+2 eff.) Armour: +2 Changes stats: +6 Str / +8 Dex / +4 Wil / +6 Cun / +4 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +10.00% Physical save: +6 (+2 eff.) Mental save: +30 (+8 eff.) Disarm immunity: +33% Equilibrium when hit: +0.04 Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +9 Crit. chance: +23.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +2 Damage (Melee): 8 mind Damage when hit (Melee): 20 darkness Changes stats: +4 Str / +3 Wil / +3 Con Changes resistances: +7% mind / +6% darkness Changes damage: +8% mind Talent mastery: +0.20 Technique / Grappling Critical mult.: +8.00% Disarm immunity: +32% Spell crit. chance: +8% Mental crit. chance: +8% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon crits: Cripple (20% chance level 3). On weapon hit: * 20% chance to inflict 15% damage reduction Damage (Melee): +8 mind Burst (radius 2) on crit: +7 mind Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Defense: +14 (+4 eff.) Damage when hit (Melee): 28 fire Changes resistances: +15% blight / +10% fire / +15% darkness Changes resistances penetration: +20% arcane / +15% all Changes damage: +0% darkness Critical mult.: +10.00% Physical save: +20 (+5 eff.) Spell save: +20 (+6 eff.) Mental save: +17 (+4 eff.) Mana when firing critical spell: +4.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +7 Infravision radius: +9 See invisible: +15 Damage Shield penetration: +10% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 32 blight damage or heals 34 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
powerful frost salve [power 48] powerful frost salve [power 48]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 285% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (48% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 48] powerful water salve [power 48]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 285% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (48% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great healing salve [power 790] great healing salve [power 790]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 285% efficiency and 75% cooldown modifier. It can be used to heal 790, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
great pain suppressor salve [power 688] great pain suppressor salve [power 688]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 285% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -688 life and reduces all damage by 23% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing fiery salve [power 64] amazing fiery salve [power 64]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 285% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (64% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing frost salve [power 64] amazing frost salve [power 64]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 285% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (64% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 917] amazing healing salve [power 917]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 285% efficiency and 75% cooldown modifier. It can be used to heal 917, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 803] amazing pain suppressor salve [power 803]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 285% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -803 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing water salve [power 64] amazing water salve [power 64]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 285% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (64% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 47 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to Gain a random beneficial effect, costing 18 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 41 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 683.20 fire damage (based on Magic), costing 29 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 117 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 673.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 27), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +4 (+0 eff.) Armour: +8 Changes stats: +3 Str Changes resistances: +2% physical Changes resistances penetration: +15% temporal Talent cooldown: Lay Web (-1 turn) Talent granted: +4 Lay Web Maximum stamina: +10.00 Healing mod.: +25% It can be used to remove up to 3 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+6 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 21 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
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 RAZAKAIXSTER the Ogre Shadowblade level 34
19th Pyre 123rd year of Ascendancy at 01:16 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 49
70th Dusk 123rd year of Ascendancy at 20:30 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
5th Allure 124th year of Ascendancy at 11:27 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 29
49th Regrowth 123rd year of Ascendancy at 11:29 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
23rd Regrowth 124th year of Ascendancy at 14:36 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 38
42nd Pyre 123rd year of Ascendancy at 07:23 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
1st Decay 123rd year of Ascendancy at 05:41 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
11st Regrowth 124th year of Ascendancy at 14:39 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 37
32nd Pyre 123rd year of Ascendancy at 23:46 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 30
51st Regrowth 123rd year of Ascendancy at 09:04 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 7
5th Flare 122nd year of Ascendancy at 15:21 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
17th Regrowth 124th year of Ascendancy at 07:58 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 35
28th Pyre 123rd year of Ascendancy at 10:11 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 33
79th Regrowth 123rd year of Ascendancy at 05:51 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
31st Haze 123rd year of Ascendancy at 18:25 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
45th Haze 123rd year of Ascendancy at 14:33 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
8th Allure 124th year of Ascendancy at 05:32 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 20
44th Haze 122nd year of Ascendancy at 05:50 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 33
75th Regrowth 123rd year of Ascendancy at 03:11 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 30
51st Regrowth 123rd year of Ascendancy at 03:53 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
51st Regrowth 124th year of Ascendancy at 08:49 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
16th Regrowth 124th year of Ascendancy at 10:25 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 34
80th Regrowth 123rd year of Ascendancy at 11:47 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
1st Time of Equilibrium 123rd year of Ascendancy at 15:32 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 10
7th Dusk 122nd year of Ascendancy at 03:42 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 20
25th Haze 122nd year of Ascendancy at 17:50 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 30
49th Regrowth 123rd year of Ascendancy at 11:29 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 40
68th Pyre 123rd year of Ascendancy at 08:38 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
1st Time of Equilibrium 123rd year of Ascendancy at 13:43 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
67th Haze 123rd year of Ascendancy at 12:49 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
31st Haze 123rd year of Ascendancy at 10:02 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
1st Wintertide 124th year of Ascendancy at 10:30 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
45th Haze 123rd year of Ascendancy at 14:32 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
18th Haze 123rd year of Ascendancy at 14:29 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 19
22nd Haze 122nd year of Ascendancy at 18:45 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 32
58th Regrowth 123rd year of Ascendancy at 01:15 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 42
40th Dusk 123rd year of Ascendancy at 21:08 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 24
42nd Regrowth 123rd year of Ascendancy at 20:51 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 36
28th Pyre 123rd year of Ascendancy at 12:21 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
54th Regrowth 124th year of Ascendancy at 00:12 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 7
3rd Dusk 122nd year of Ascendancy at 02:05 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
31st Haze 123rd year of Ascendancy at 14:41 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 33
78th Regrowth 123rd year of Ascendancy at 18:48 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 42
50th Dusk 123rd year of Ascendancy at 23:33 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 13
46th Dusk 122nd year of Ascendancy at 21:10 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 39
65th Pyre 123rd year of Ascendancy at 01:20 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 25
43rd Regrowth 123rd year of Ascendancy at 16:27 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 16
73rd Dusk 122nd year of Ascendancy at 15:08 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 29
49th Regrowth 123rd year of Ascendancy at 01:11 see stats
By RAZAKAIXSTER the Ogre Shadowblade level 50
66th Regrowth 124th year of Ascendancy at 22:19 see stats
Log
RAZAKAIXSTER performs a melee critical strike against Training Dummy!
RAZAKAIXSTER performs a melee critical strike against Training Dummy!
RAZAKAIXSTER's tinker attains critical power!
RAZAKAIXSTER performs a melee critical strike against Training Dummy!
RAZAKAIXSTER hits Training Dummy for 5358 physical, 23 fire, 17 acid, 4 physical, 93 light, 6442 physical, 8 fire, 6 acid, 1 physical, 5244 physical, 8 fire, 6 acid, 1 physical, 3094 physical, 23 fire, 17 acid, 4 physical, 1084 physical, 346 light, 4460 physical, 14 arcane, 23 fire, 17 acid, 4 physical (26299 total damage).
RAZAKAIXSTER performs a melee critical strike against Training Dummy!
RAZAKAIXSTER's tinker attains critical power!
Training Dummy is disarmed!
RAZAKAIXSTER performs a melee critical strike against Training Dummy!
RAZAKAIXSTER performs a melee critical strike against Training Dummy!
RAZAKAIXSTER performs a melee critical strike against Training Dummy!
RAZAKAIXSTER's tinker attains critical power!
RAZAKAIXSTER performs a melee critical strike against Training Dummy!
RAZAKAIXSTER hits Training Dummy for 4748 physical, 23 fire, 17 acid, 4 physical, 346 light, 6629 physical, 8 fire, 6 acid, 1 physical, 4707 physical, 8 fire, 6 acid, 1 physical, 3770 physical, 23 fire, 17 acid, 4 physical, 1889 physical, 346 light, 4187 physical, 14 arcane, 23 fire, 17 acid, 4 physical (26800 total damage).
RAZAKAIXSTER's attacks are less focused.
Talent Iron Grip is ready to use.
Training Dummy is no longer pinned.
Training Dummy overcomes the gloom
Training Dummy is not stunned anymore.
Training Dummy is not crippled anymore.
Bleeding from RAZAKAIXSTER hits Training Dummy for 15426 physical damage.
RAZAKAIXSTER deactivates Trained Reactions.
RAZAKAIXSTER deactivates Premonition.
RAZAKAIXSTER deactivates Blade Flurry.
RAZAKAIXSTER deactivates Chant of Fortress.
RAZAKAIXSTER calms down.
RAZAKAIXSTER deactivates Shadow Feed.
RAZAKAIXSTER deactivates Essence of Speed.