









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Lich |
| Class | Adventurer |
| Level / Exp | 50 / 1725% |
| Size | medium |
| Lifes / Deaths | Killed by SamGray XIII at level 17 on the 52nd Dusk 122nd year of Ascendancy at 17:53 3 / 5Killed by Velekira the skeleton warrior at level 21 on the 35th Haze 122nd year of Ascendancy at 09:15 Killed by SamGray XIII at level 24 on the 5th Decay 122nd year of Ascendancy at 00:38 Killed by Betevena the skeleton mage at level 26 on the 35th Regrowth 123rd year of Ascendancy at 07:08 Killed by SamGray XIII at level 50 on the 32nd Regrowth 125th year of Ascendancy at 15:13 |
Primary Stats
| Strength | 40 (base 10) |
| Dexterity | 50 (base 35) |
| Constitution | 34 (base 10) |
| Magic | 116 (base 60) |
| Willpower | 99 (base 65) |
| Cunning | 84 (base 60) |
Resources
| Mana | 669/669 |
| Negative | 205/205 |
| Psi | 179/179 |
| Life | 1233/1233 |
| Positive | 68/197 |
| Paradox | 301 |
| Soul | 9/13 |
| Healing Factor | 1.8364705882353 |
| Regeneration | 3.9484117647059 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +145% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 3 |
| See Stealth | 24.387956371348 |
| See Invisible | 57.387956371347 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 35 |
| Crit Chance | 41% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 93 |
| Crit Chance | 73% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +38% |
| Mind | +35% |
| Temporal | +170% |
| Darkness | +170% |
| Physical | +51% |
| Cold | +42% |
| All | +32% |
Offense: Damage Penetration
| Darkness | +13% |
| Light | +20% |
| Physical | +16% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 86 (96.462686567164%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 41 |
| Physical Save | 37 |
| Spell Save | 58 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 71%( 80%) |
| Arcane | + 39%( 80%) |
| Cold | + 65%( 80%) |
| All | + 32%( 80%) |
| Darkness | + 80%( 80%) |
| Light | + 41%( 80%) |
| Temporal | + 39%( 80%) |
| Mind | + 38%( 80%) |
| Lightning | + 59%( 80%) |
| Fire | + 54%( 80%) |
| Nature | + 42%( 80%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 5% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 475 damage for 6 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1298% for 10 turns and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Nightfall | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 0.90 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Spell / Undead drake | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Gravity | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Necrosis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Twilight | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Hymn Nocturnalist |
| talent | Gravity Locus |
| talent | Reality Smearing |
| talent | Skate |
| talent | Essence of Speed |
| talent | Raze |
| talent | Hymn of Detection |
| talent | Beyond the Flesh |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by SamGray XIII. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 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 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by skeleton archer. Escort: worried loremaster (level 6 of Dreadfell) | 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 |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1759. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 failed to protect her when escorting her out of the crypt. | failed |
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 within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Eclipseknight the dragonbone magestaff (42-50.4 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * 20% chance to daze at end of turn When wielded/worn: Damage (Melee): 35 fire Changes stats: +3 Str / +4 Mag / +4 Wil / +7 Cun / +10 Con Changes resistances: +12% darkness / +3% lightning Changes damage: +42% darkness Talent granted: +1 Command Staff Critical mult.: +66.00% Vim when firing critical spell: +8.00 Maximum vim: +50.00 Maximum neg.energy: +33.00 Spellpower: +30 (+6 eff.) Spell crit. chance: +20% See invisible: +19 Staves designed for wielders of magic, by the greats of the art. |
| Light source | Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 64.19 cold damage and 68.25 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
| On feet | reinforced pair of drakeskin leather boots of spellbinding (0 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +5% Changes stats: +6 Mag Changes resistances: +11% acid / +13% fire / +11% lightning / +12% cold Spell save: +1 (+0 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
| Tool | Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 582.84 temporal and 582.84 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
| On fingers | painweaver's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+7 eff.) Changes damage: +6% all Life regen: +1.90 Maximum life: +74.00 Spellpower: +18 (+4 eff.) Mindpower: +15 (+3 eff.) Healing mod.: +16% Rings can have magical properties. |
| On fingers | Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+4 eff.) Defense: +10 (+3 eff.) Damage when hit (Melee): 34 darkness Changes damage: +19% all Grants telepathy: Demon/Major Demon/Minor Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Spellpower: +16 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets can have magical properties. |
| In main hand | dragonbone starstaff 'Bregytir' (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +28 Armour Hardiness: +9% Defense: +25 (+8 eff.) Effects on melee hit: * 19% chance to blind Changes stats: +6 Mag / +4 Wil Changes resistances: +6% lightning / +6% cold / +9% nature Maximum wards: +3 darkness Changes resistances penetration: +20% mind Changes damage: +3% mind / +30% darkness Talents granted: +4 Ward +1 Command Staff Physical save: +12 (+5 eff.) Maximum mana: +110.00 Maximum hate: +4.00 Spellpower: +27 (+6 eff.) Spell crit. chance: +5% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 181.71 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 arcane Changes stats: +5 Mag / +5 Wil Changes resistances: +5% arcane Mana each turn: +0.16 Spellpower: +9 (+2 eff.) Spell crit. chance: +7% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
| Around waist | Gana the DazzlesinPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind * 20% chance to disease Changes resistances: +13% light / +13% darkness Changes resistances penetration: +20% light / +16% physical Changes damage: +6% lightning / +19% physical Reduced damage from: +45% Summoned A belt that goes around your waist. |
| Cloak | shadow elven-silk cloak of protection (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +16% darkness Changes resistances penetration: +13% darkness Changes damage: +14% darkness Stealth bonus: +14 Spell save: +9 (+2 eff.) Mental save: +15 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun plate armour 'Torydor' (9 def, 18 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +10 (+3 eff.) Armour: +18 Defense: +9 (+3 eff.) Fatigue: +26% Damage (Melee): 12 acid / 16 fire Damage when hit (Melee): 11 acid / 12 fire Changes stats: +7 Str / +7 Mag / +7 Wil Changes resistances: +46% acid / +9% mind / +5% arcane / +20% fire / +6% nature / +19% lightning Teleport immunity: +5% Spellpower: +15 (+3 eff.) Spell crit. chance: +7% Mindpower: +15 (+3 eff.) Mental crit. chance: +4% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of metal plates. |
Inventory
controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 8; power 27; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 176)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 176 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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! Most of them function better with a high Magic score. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
restful copper amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Cut immunity: +50% Life regen: +0.90 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 384 life. The life healed will increase with your Mindpower. 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, costing 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. |
mule's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +28 Blindness immunity: +32% Infravision radius: +3 See stealth: +8 See invisible: +10 Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
warrior's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Blindness immunity: +23% Infravision radius: +4 See stealth: +14 See invisible: +7 Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)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: 130% 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 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 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." |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
spiritwalker's hardened leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Maximum encumbrance: +20 Mana each turn: +0.28 Maximum mana: +30.00 A belt that goes around your waist. |
traveler's pair of voratun boots of speed (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Maximum encumbrance: +27 Physical save: +7 (+3 eff.) Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stone warden's voratun gauntlets of war-making (0 def, 22 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Armour: +22 Armour Hardiness: +10% Changes stats: +10 Con Changes resistances: +7% physical Critical mult.: +12.00% Spell crit. chance: +13% Mental crit. chance: +13% Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 484.31 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
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, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 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. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's EssentialsPowered 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 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
AdiminaPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 23 fire Changes stats: +9 Cun Changes resistances: +9% temporal / +8% fire Changes resistances penetration: +15% temporal / +9% all Changes damage: +9% temporal Light radius: -4 Infravision radius: +7 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 568 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (149 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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), costing 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, costing 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, costing 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, costing 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, costing 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. |
Automated Portable ExtractorPowered 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. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
21 bloodstone0.00 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. |
25 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. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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, costing 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 (3/3)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 876.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. 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), 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. |
Medar the Healpunish [power 66] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight Changes resistances: +15% blight / +12% lightning Changes resistances penetration: +20% nature Changes damage: +6% nature / +12% blight It can be used to teleport randomly (rad 66), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of thermal psionic shield [power 211] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 211 for 7 turns, putting all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
warded stralite torque of charged psionic shield [power 105] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 105 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
29 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. |
31 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 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. |
28 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. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By SamGray XIII the Lich Adventurer level 27
41st Regrowth 123rd year of Ascendancy at 16:30 see stats
A dangerous secret
Found the mysterious staff and told Last Hope about it.By SamGray XIII the Lich Adventurer level 31
71st Pyre 123rd year of Ascendancy at 00:18 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By SamGray XIII the Lich Adventurer level 45
16th Pyre 124th year of Ascendancy at 14:06 see stats
Against all odds
Killed Ukruk in the ambush.By SamGray XIII the Lich Adventurer level 31
69th Pyre 123rd year of Ascendancy at 04:48 see stats
Arachnophobia
Destroyed the spydric menace.By SamGray XIII the Lich Adventurer level 35
2nd Dusk 123rd year of Ascendancy at 23:58 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By SamGray XIII the Lich Adventurer level 44
1st Time of Balance 124th year of Ascendancy at 22:33 see stats
Brave new world
Went to the Far East and took part in the war.By SamGray XIII the Lich Adventurer level 34
9th Flare 123rd year of Ascendancy at 01:06 see stats
Bringer of Doom
Killed a Bringer of Doom.By SamGray XIII the Cornac Adventurer level 14
20th Dusk 122nd year of Ascendancy at 02:55 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By SamGray XIII the Cornac Adventurer level 23
2nd Decay 122nd year of Ascendancy at 06:03 see stats
Clone War
Destroyed your own Shade.By SamGray XIII the Lich Adventurer level 50
40th Haze 124th year of Ascendancy at 10:44 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By SamGray XIII the Lich Adventurer level 41
52nd Haze 123rd year of Ascendancy at 08:20 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By SamGray XIII the Lich Adventurer level 50
48th Haze 124th year of Ascendancy at 06:26 see stats
Destroyer of the creation
Killed Slasul.By SamGray XIII the Lich Adventurer level 36
22nd Dusk 123rd year of Ascendancy at 22:40 see stats
Destroyer's bane
Killed Golbug the Destroyer.By SamGray XIII the Lich Adventurer level 33
4th Flare 123rd year of Ascendancy at 22:31 see stats
Dragon's Greed
Amassed 8000 gold pieces.By SamGray XIII the Lich Adventurer level 40
17th Haze 123rd year of Ascendancy at 09:03 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By SamGray XIII the Lich Adventurer level 50
58th Regrowth 125th year of Ascendancy at 19:10 see stats
Exterminator
Killed 1000 creatures.By SamGray XIII the Cornac Adventurer level 17
54th Dusk 122nd year of Ascendancy at 22:19 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By SamGray XIII the Lich Adventurer level 41
30th Haze 123rd year of Ascendancy at 17:04 see stats
Fast Curse Dispel
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By SamGray XIII the Lich Adventurer level 41
52nd Haze 123rd year of Ascendancy at 08:20 see stats
Fear me not!
Survived the Fearscape!By SamGray XIII the Lich Adventurer level 32
79th Pyre 123rd year of Ascendancy at 14:28 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By SamGray XIII the Lich Adventurer level 50
61st Haze 124th year of Ascendancy at 02:56 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By SamGray XIII the Lich Adventurer level 36
24th Dusk 123rd year of Ascendancy at 00:51 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By SamGray XIII the Lich Adventurer level 50
43rd Dusk 124th year of Ascendancy at 02:56 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SamGray XIII the Cornac Adventurer level 21
17th Haze 122nd year of Ascendancy at 20:57 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By SamGray XIII the Lich Adventurer level 50
41st Dusk 124th year of Ascendancy at 00:00 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 SamGray XIII the Lich Adventurer level 40
17th Haze 123rd year of Ascendancy at 09:03 see stats
Level 10
Got a character to level 10.By SamGray XIII the Cornac Adventurer level 10
10th Mirth 122nd year of Ascendancy at 10:42 see stats
Level 20
Got a character to level 20.By SamGray XIII the Cornac Adventurer level 20
79th Dusk 122nd year of Ascendancy at 11:53 see stats
Level 30
Got a character to level 30.By SamGray XIII the Lich Adventurer level 30
63rd Pyre 123rd year of Ascendancy at 15:21 see stats
Level 40
Got a character to level 40.By SamGray XIII the Lich Adventurer level 40
10th Haze 123rd year of Ascendancy at 18:03 see stats
Level 50
Got a character to level 50.By SamGray XIII the Lich Adventurer level 50
69th Pyre 124th year of Ascendancy at 23:26 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By SamGray XIII the Cornac Adventurer level 24
5th Decay 122nd year of Ascendancy at 00:38 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By SamGray XIII the Cornac Adventurer level 22
47th Haze 122nd year of Ascendancy at 15:42 see stats
Now, this is impressive!
Killed Linaniil, the Supreme Archmage of Angolwen.By SamGray XIII the Lich Adventurer level 50
35th Pyre 125th year of Ascendancy at 22:15 see stats
Orcrist
Killed the leaders of the Orc Pride.By SamGray XIII the Lich Adventurer level 50
55th Haze 124th year of Ascendancy at 08:48 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By SamGray XIII the Lich Adventurer level 46
38th Pyre 124th year of Ascendancy at 20:25 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By SamGray XIII the Cornac Adventurer level 22
62nd Haze 122nd year of Ascendancy at 14:35 see stats
Size is everything
Did over 1500 damage in one attack.By SamGray XIII the Lich Adventurer level 50
52nd Haze 124th year of Ascendancy at 04:29 see stats
Size matters
Did over 600 damage in one attack.By SamGray XIII the Lich Adventurer level 43
68th Regrowth 124th year of Ascendancy at 05:16 see stats
Sliders
Activated a portal using the Orb of Many Ways.By SamGray XIII the Lich Adventurer level 34
5th Flare 123rd year of Ascendancy at 00:06 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By SamGray XIII the Lich Adventurer level 50
58th Regrowth 125th year of Ascendancy at 19:10 see stats
That was close
Killed your target while having only 1 life left.By SamGray XIII the Lich Adventurer level 25
2nd Wintertide 123rd year of Ascendancy at 06:05 see stats
The Arena
Unlocked Arena mode.By SamGray XIII the Cornac Adventurer level 7
79th Pyre 122nd year of Ascendancy at 05:26 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By SamGray XIII the Lich Adventurer level 50
56th Haze 124th year of Ascendancy at 05:39 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By SamGray XIII the Lich Adventurer level 43
69th Regrowth 124th year of Ascendancy at 14:30 see stats
The Sun Still Shines
Aeryn survived the last battle.By SamGray XIII the Lich Adventurer level 50
58th Regrowth 125th year of Ascendancy at 19:10 see stats
The secret city
Discovered the truth about mages.By SamGray XIII the Cornac Adventurer level 10
2nd Flare 122nd year of Ascendancy at 21:23 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By SamGray XIII the Lich Adventurer level 38
65th Dusk 123rd year of Ascendancy at 00:14 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By SamGray XIII the Lich Adventurer level 43
69th Regrowth 124th year of Ascendancy at 00:05 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By SamGray XIII the Lich Adventurer level 26
2nd Allure 123rd year of Ascendancy at 04:14 see stats
Treasure Hunter
Amassed 1000 gold pieces.By SamGray XIII the Cornac Adventurer level 17
54th Dusk 122nd year of Ascendancy at 18:06 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By SamGray XIII the Lich Adventurer level 30
68th Pyre 123rd year of Ascendancy at 09:38 see stats
Log
There is a portal back here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a portal back here (press '' or right click to use).
Ran for 40 turns (stop reason: at exit).
There is a portal back here (press '' or right click to use).
You gain 0.81 gold from the transmogrification of linen wizard hat of light (+16%) (1 def, 0 armour).
You gain 2.81 gold from the transmogrification of murderer's linen cloak (1 def, 0 armour).
You gain 0.45 gold from the transmogrification of hardened leather belt of transcendence.
You gain 1.15 gold from the transmogrification of dwarven-steel steamsaw of arcane resistance (+14%) (20-30 power, 14 apr).
You gain 2.26 gold from the transmogrification of acidic dwarven-steel steamsaw of reflection (24.5-36.75 power, 14 apr).
There is a Hidden teleportation portal to Angolwen, the hidden city of magic 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.
SamGray XIII deactivates Beyond the Flesh.
SamGray XIII deactivates Raze.
SamGray XIII deactivates Hymn of Detection.
SamGray XIII vanishes from sight.
SamGray XIII deactivates Skate.
SamGray XIII deactivates Gravity Locus.
SamGray XIII deactivates Blurred Mortality.
SamGray XIII deactivates Reality Smearing.
SamGray XIII deactivates Hymn Nocturnalist.
SamGray XIII deactivates Essence of Speed.
























































































































