












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Reaver |
| Level / Exp | 50 / 1832% |
| Size | big |
| Lifes / Deaths | Killed by Celia at level 25 on the 22nd Dearth 122nd year of Ascendancy at 15:48 2 / 5Killed by Betota the slimy ooze at level 33 on the 28th Loss 122nd year of Ascendancy at 02:33 Killed by Adyrikira the orc elite berserker at level 37 on the 15th Iron 123rd year of Ascendancy at 04:25 Killed by Vor, Grand Geomancer of the Pride at level 43 on the 28th Gold 123rd year of Ascendancy at 19:06 Killed by Elandar at level 50 on the 27th Wealth 123rd year of Ascendancy at 14:47 |
Primary Stats
| Strength | 156 (base 60) |
| Dexterity | 32 (base 11) |
| Constitution | 100 (base 60) |
| Magic | 104 (base 60) |
| Willpower | 28 (base 10) |
| Cunning | 66 (base 31) |
Resources
| Life | 2057/2057 |
| Vim | 279/279 |
| Healing Factor | 1.62 |
| Regeneration | 3.483 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9.5496478698598 |
| Infravision | 10 |
| See Invisible | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, undead/blood |
Offense: Mainhand
| Damage | 288 |
| Accuracy | 66 |
| Crit Chance | 28% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 195 |
| Accuracy | 66 |
| Crit Chance | 31% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +22% |
| Arcane | +35% |
| Cold | +32% |
| All | +7% |
| Darkness | +32% |
| Light | +16% |
| Physical | +43% |
| Mind | +16% |
| Fire | +50% |
| Lightning | +32% |
Offense: Damage Penetration
| Blight | +5% |
| Arcane | +65% |
| Cold | +25% |
| All | 0% |
| Darkness | +20% |
| Light | +25% |
| Mind | +10% |
| Fire | +55% |
| Lightning | +55% |
Defense: Base
| Armour (hardiness) | 96.723073231957 (100%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 91 |
| Spell Save | 58 |
| Mental Save | 66 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 55%( 70%) |
| Arcane | + 35%( 70%) |
| Cold | + 34%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 32%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 43%( 70%) |
| Lightning | + 45%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 99% |
| Disarm Resistance | 39% |
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 568 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 620 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 280 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Corruption / Vim | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Blood Vengeance |
| talent | Infestation |
| talent | Ruin |
| talent | Overkill |
| talent | Bone Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * 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: 2003. | 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. | active |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed xorn fragment. * You've found the needed ritch stinger. | 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 | Beleaguer's Boots of Ass Kicking (0 def, 13 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Changes stats: +2 Str / +2 Dex / +5 Wil / +5 Cun Changes resistances: +15% fire / +6% light / +15% cold Changes damage: +6% light Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +13 (+3 eff.) Silence immunity: +50% Confusion immunity: +39% Stun/Freeze immunity: +46% Only die when reaching: -20.00 life Maximum stamina: +10.00 Spellpower: +13 (+4 eff.) Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Eden's Guile. |
| Light source | dreamer's dwarven lantern of corpselightPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +10% blight / +8% darkness Mental save: +6 (+2 eff.) Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Mindpower: +8 (+3 eff.) Mental crit. chance: +9% Light radius: +5 Infravision radius: +6 See invisible: +8 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 30 cooldown : Effective talent level: 2.0 Power cost: 30 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 10 turns and deals 48 blight damage or heals 59 life. Creatures standing in the retch also have 11% 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. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Beleaguer's Helm of Death (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +11 Fatigue: +5% Damage when hit (Melee): 12 lightning Changes stats: +12 Str / +5 Dex / +5 Cun Changes resistances penetration: +30% lightning / +25% light / +10% mind Physical save: +25 (+5 eff.) Light radius: +4 Infravision radius: +4 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1878.1 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to The Face of Fear. |
| On hands | stone warden's voratun gauntlets of the juggernaut (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +14 Armour Hardiness: +9% Fatigue: +5% Changes stats: +16 Con Changes resistances: +8% physical Physical save: +21 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +39% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Beleaguer's Wand of Worry [power 434] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +4 Mag Changes resistances: +6% arcane Maximum wards: +6 light / +4 temporal / +6 mind / +6 arcane Talent granted: +1 Ward Psi when hit: +0.08 Mana when firing critical spell: +2.37 Spell crit. chance: +2% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 114 lightning damage and will be dazed for 1 turn (572 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 30% for 2 turns. * Heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+3 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 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. |
| Around neck | Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 803.66 physical damage (based on Magic) in a radius of 3 Activation costs 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
| In main hand | Beleaguer's Mace of Smash (59-82.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 59.0 - 82.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 110 damage Damage (Melee): +19 temporal When wielded/worn: Accuracy: +25 (+6 eff.) Damage when hit (Melee): 6 light Changes stats: +11 Str Changes resistances: +5% arcane / +13% temporal Changes resistances penetration: +30% fire Changes damage: +3% light / +6% fire / +3% arcane / +13% physical Blunt and deadly. This object's appearance was changed to Crystalline Iron greatmaul. |
| Around waist | skylord's drakeskin leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +2 Str / +5 Dex / +5 Wil / +3 Cun Physical save: +14 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +14 (+4 eff.) Life regen: +1.90 Healing mod.: +12% A belt that goes around your waist. |
| In off hand | Blood-Edge (46-64.4 power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 60% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+6 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 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%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. This object's appearance was changed to Crystal Shard. |
| Cloak | Beleaguer's Cape of Protection (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +13 Defense: +3 (+2 eff.) Damage when hit (Melee): 12 arcane Changes stats: +4 Str / +6 Con Changes resistances: +25% darkness / +6% blight Changes resistances penetration: +5% blight / +20% darkness / +10% arcane Changes damage: +25% darkness / +12% fire Critical mult.: +30.00% Stealth bonus: +24 Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Maximum life: +104.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Guise of the Hated. |
| Main armor | Beleaguer's Chestplate of Vengence (0 def, 25 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Fatigue: +27% Effects on melee hit: * 10% chance to reduce all saves and defense by 24 * 24% chance to reduce damage dealt by 20% Damage when hit (Melee): 6 darkness Changes stats: +10 Con Changes resistances: +30% lightning / +1% light / +12% fire / +6% arcane / +31% darkness Changes resistances penetration: +30% arcane Changes damage: +9% mind Physical save: +23 (+5 eff.) Spell save: +7 (+2 eff.) Mental save: +10 (+3 eff.) A suit of armour made of metal plates. This object's appearance was changed to Plate of the Blackened Mind. |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
ModinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +18 Changes resistances: +14% physical Critical mult.: +18.00% Physical save: +22 (+4 eff.) Spell save: +23 (+6 eff.) Mental save: +23 (+6 eff.) Silence immunity: +20% Teleport immunity: +10% Life regen: +4.00 Stamina each turn: +0.70 Maximum life: +40.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 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% proc dam (max 200%) 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 Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 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 Activation costs 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." |
Razorblade, the Cursed Waraxe (38-53.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Skeletal Claw (55-60.5 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stats: 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+6 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 195.46 physical damage, and inflicting bleeding for another 97.73 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Eclipseblood (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes stats: +2 Str / +3 Dex / +5 Cun / +5 Con Changes resistances: +44% darkness / +30% temporal Changes resistances penetration: +19% darkness / +20% temporal Changes damage: +3% darkness Physical save: +24 (+5 eff.) Mental save: +25 (+6 eff.) Life regen: +6.00 Healing mod.: +20% Defense after a teleport: +20 Resist all after a teleport: +17% New effects duration reduction after a teleport: +16% A pair of boots made of leather. |
stone warden's drakeskin leather gloves of the juggernaut (0 def, 17 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +17 Armour Hardiness: +15% Changes stats: +12 Con Changes resistances: +8% physical Physical save: +17 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to iron gauntlets. |
Chromatic Harness (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+9 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered 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. |
dwarven-steel pickaxe 'Armyneg' (dig speed 25 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +2 Str / +1 Dex / +1 Con Changes resistances: +4% physical Changes damage: +6% blight Maximum stamina: +30.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to 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. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered 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 762.00 fire damage (based on Magic) Activation costs 50 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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 659.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Betivea [power 518] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Maximum vim: +50.00 Spellpower: +25 (+7 eff.) Spell crit. chance: +5% It can be used to sting an enemy dealing 554 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Increase all damage by 28% for 2 turns. * Heal for 107. Natural totems are made by powerful wilders to store nature power. |
yew wand of shielding 'Runomakor' [power 272] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +7 Physical crit. chance: +4.0% Defense: +10 (+5 eff.) Maximum wards: +4 mind / +4 fire / +5 nature / +4 arcane Changes damage: +9% physical Talent granted: +1 Ward Only die when reaching: -80.00 life Maximum stamina: +30.00 It can be used to create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and DeathInfused 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. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Beleaguer III the Dwarf Reaver level 33
24th Shortage 122nd year of Ascendancy at 12:33 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Beleaguer III the Dwarf Reaver level 43
29th Gold 123rd year of Ascendancy at 12:39 see stats
Against all odds
Killed Ukruk in the ambush.By Beleaguer III the Dwarf Reaver level 31
41st Dearth 122nd year of Ascendancy at 03:01 see stats
Arachnophobia
Destroyed the spydric menace.By Beleaguer III the Dwarf Reaver level 36
10th Iron 123rd year of Ascendancy at 00:22 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Beleaguer III the Dwarf Reaver level 40
27th Steel 123rd year of Ascendancy at 22:28 see stats
Brave new world
Went to the Far East and took part in the war.By Beleaguer III the Dwarf Reaver level 35
7th Iron 123rd year of Ascendancy at 08:01 see stats
Bringer of Doom
Killed a Bringer of Doom.By Beleaguer III the Dwarf Reaver level 22
8th Dearth 122nd year of Ascendancy at 09:40 see stats
Clone War
Destroyed your own Shade.By Beleaguer III the Dwarf Reaver level 41
42nd Steel 123rd year of Ascendancy at 07:53 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Beleaguer III the Dwarf Reaver level 34
4th Iron 123rd year of Ascendancy at 01:21 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Beleaguer III the Dwarf Reaver level 50
39th Profit 123rd year of Ascendancy at 07:07 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Beleaguer III the Dwarf Reaver level 22
8th Dearth 122nd year of Ascendancy at 16:10 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Beleaguer III the Dwarf Reaver level 50
27th Wealth 123rd year of Ascendancy at 16:51 see stats
Exterminator
Killed 1000 creatures.By Beleaguer III the Dwarf Reaver level 19
8th Wealth 122nd year of Ascendancy at 15:10 see stats
Fear me not!
Survived the Fearscape!By Beleaguer III the Dwarf Reaver level 26
29th Dearth 122nd year of Ascendancy at 19:21 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Beleaguer III the Dwarf Reaver level 50
21st Wealth 123rd year of Ascendancy at 00:02 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Beleaguer III the Dwarf Reaver level 41
32nd Steel 123rd year of Ascendancy at 11:09 see stats
Guiding Hand
Saved all escorted adventurers.By Beleaguer III the Dwarf Reaver level 33
27th Shortage 122nd year of Ascendancy at 14:28 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Beleaguer III the Dwarf Reaver level 33
20th Shortage 122nd year of Ascendancy at 00:13 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Beleaguer III the Dwarf Reaver level 32
44th Dearth 122nd year of Ascendancy at 02:18 see stats
Level 10
Got a character to level 10.By Beleaguer III the Dwarf Reaver level 10
4th Profit 122nd year of Ascendancy at 22:38 see stats
Level 20
Got a character to level 20.By Beleaguer III the Dwarf Reaver level 20
19th Wealth 122nd year of Ascendancy at 10:23 see stats
Level 30
Got a character to level 30.By Beleaguer III the Dwarf Reaver level 30
38th Dearth 122nd year of Ascendancy at 19:20 see stats
Level 40
Got a character to level 40.By Beleaguer III the Dwarf Reaver level 40
27th Steel 123rd year of Ascendancy at 21:37 see stats
Level 50
Got a character to level 50.By Beleaguer III the Dwarf Reaver level 50
3rd Acquisition 123rd year of Ascendancy at 08:25 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Beleaguer III the Dwarf Reaver level 33
27th Loss 122nd year of Ascendancy at 09:46 see stats
Orcrist
Killed the leaders of the Orc Pride.By Beleaguer III the Dwarf Reaver level 50
3rd Acquisition 123rd year of Ascendancy at 15:43 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Beleaguer III the Dwarf Reaver level 46
22nd Stralite 123rd year of Ascendancy at 00:50 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Beleaguer III the Dwarf Reaver level 32
11st Loss 122nd year of Ascendancy at 06:45 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Beleaguer III the Dwarf Reaver level 26
25th Dearth 122nd year of Ascendancy at 18:13 see stats
Size is everything
Did over 1500 damage in one attack.By Beleaguer III the Dwarf Reaver level 50
1st Profit 123rd year of Ascendancy at 04:53 see stats
Size matters
Did over 600 damage in one attack.By Beleaguer III the Dwarf Reaver level 42
26th Gold 123rd year of Ascendancy at 21:53 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Beleaguer III the Dwarf Reaver level 35
4th Iron 123rd year of Ascendancy at 03:34 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Beleaguer III the Dwarf Reaver level 5
18th Voratun 122nd year of Ascendancy at 09:54 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Beleaguer III the Dwarf Reaver level 50
27th Wealth 123rd year of Ascendancy at 16:49 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Beleaguer III the Dwarf Reaver level 49
3rd Acquisition 123rd year of Ascendancy at 04:42 see stats
The Sun Still Shines
Aeryn survived the last battle.By Beleaguer III the Dwarf Reaver level 50
27th Wealth 123rd year of Ascendancy at 16:51 see stats
The secret city
Discovered the truth about mages.By Beleaguer III the Dwarf Reaver level 10
7th Profit 122nd year of Ascendancy at 03:51 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Beleaguer III the Dwarf Reaver level 37
6th Steel 123rd year of Ascendancy at 09:28 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Beleaguer III the Dwarf Reaver level 26
30th Dearth 122nd year of Ascendancy at 02:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Beleaguer III the Dwarf Reaver level 17
45th Profit 122nd year of Ascendancy at 18:05 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Beleaguer III the Dwarf Reaver level 30
39th Dearth 122nd year of Ascendancy at 02:07 see stats
Log
You gain 6.56 gold from the transmogrification of potent dragonbone starstaff of protection (39-46.8 power, 6 apr, darkness element).
You gain 13.22 gold from the transmogrification of infernal dragonbone magestaff of wizardry (30-36 power, 6 apr, fire element).
You gain 8.89 gold from the transmogrification of cruel dragonbone magestaff of illumination (30-36 power, 6 apr, arcane element).
You gain 3.75 gold from the transmogrification of voratun longsword of corruption (42.5-59.5 power, 6 apr).
You gain 8.82 gold from the transmogrification of caustic voratun longsword of massacre (52.5-73.5 power, 6 apr).
You gain 2.50 gold from the transmogrification of voratun greatmaul of amnesia (66-99 power, 4 apr).
You gain 6.30 gold from the transmogrification of quick voratun greatmaul of corruption (71-106.5 power, 4 apr).
You gain 8.02 gold from the transmogrification of plaguebringer's voratun greatmaul (65-97.5 power, 4 apr).
You gain 23.89 gold from the transmogrification of enhanced voratun greatmaul of ruin (69-103.5 power, 4 apr).
You gain 7.89 gold from the transmogrification of flaming voratun dagger of ruin (36.5-47.45 power, 9 apr).
You gain 6.27 gold from the transmogrification of elemental voratun dagger of amnesia (38-49.4 power, 9 apr).
You gain 6.50 gold from the transmogrification of truestriking voratun battleaxe of massacre (74-111 power, 4 apr).
You gain 10.11 gold from the transmogrification of solipsist's voratun ring of luminosity.
You gain 2.27 gold from the transmogrification of shielding rune (absorb 424; dur 6; cd 17).
You gain 1.53 gold from the transmogrification of movement infusion (speed 683%; cd 13).
You gain 1.53 gold from the transmogrification of movement infusion (speed 630%; cd 17).
There is an exit to the 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.
Saving game...
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Beleaguer III deactivates Bone Shield.
Beleaguer III deactivates Infestation.
Beleaguer III deactivates Chant of Fortitude.
Beleaguer III deactivates Ruin.
Beleaguer III deactivates Blood Vengeance.
Beleaguer III deactivates Overkill.






































































































