
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Automated Portable Extractor (APE) Tweak 1.3.0Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Brawler |
| Level / Exp | 50 / 2110% |
| Size | medium |
| Lifes / Deaths | Killed by Rose at level 50 on the 63rd Haze 123rd year of Ascendancy at 06:30 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 133 (base 62) |
| Dexterity | 163 (base 64) |
| Constitution | 138 (base 31) |
| Magic | 31 (base 10) |
| Willpower | 57 (base 7) |
| Cunning | 144 (base 60) |
Resources
| Life | 1942/1942 |
| Steam | 100/100 |
| Stamina | 366/366 |
| Equilibrium | 30 |
| Healing Factor | 1.6260620055176 |
| Regeneration | 70.160248164642 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 6 |
| See Stealth | 71.640165020346 |
| See Invisible | 89.640165020346 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 216 |
| Accuracy | 107 |
| Crit Chance | 128% |
| APR | 59 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 12.5 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 76% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +17% |
| Cold | +12% |
| All | +9% |
| Lightning | +21% |
| Light | +36% |
| Darkness | +21% |
| Mind | +33% |
| Fire | +35% |
| Nature | +34% |
Offense: Damage Penetration
| Lightning | +20% |
| All | 0% |
| Physical | +25% |
| Cold | +5% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 69 (68.304188961773%) |
| Defense | 94 |
| Ranged Defense | 94 |
| Fatigue | 0 |
| Physical Save | 87 |
| Spell Save | 52 |
| Mental Save | 66 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 52%( 70%) |
| Arcane | + 37%( 70%) |
| Cold | + 70%( 70%) |
| All | + 29%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 38%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Teleport Resistance | 100% |
| Confusion Resistance | 50% |
| Pinning Resistance | 25% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/4)
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 226% efficiency and cooldown mod of 76%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 206% efficiency and cooldown mod of 71%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 378 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Precise Strikes |
| talent | Trained Reactions |
| talent | Exploit Weakness |
| talent | Antimagic Shield |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 70% chance to get an automatic counter attack when avoiding a melee attack. (2.6 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2787. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is 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. You have aided Stire of Derth in creating an elixir of precision. 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 focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots of massiveness (0 def, 5 armour) 2.0 T5 feet armor [Ego+] Master While equipped: Stats +7 Str +7 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +5 Phys.save +15 (+3 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Size +1 A pair of boots made of leather. |
| On hands | Spellhunt Remnants (6 def, 8 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 Disarm- +100% ---------- misc Light +1 Talents +5 Iron Grip Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +18 Crit +12.0% Atk.spd 100% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 176.58 arcane damage and stunned). Uses 73 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| On head | drakeskin leather cap 'Growsever' (8 def, 14 armour) 2.0 T5 head armor [Rare] Master While equipped: Stats +10 Cun dps ---------- Phys.pwr +30 (+6 eff.) Res.pen +25% physical On Hit (Melee): * 21% chance to slow global speed by 64% * 21 arcane resource burn ----- def ----- Armour +14 Defense +8 (+1 eff.) Fatigue +5% Resists +6% light +7% all Crit.dmg- 10.00% Phys.save +15 (+3 eff.) Mind.save +15 (+4 eff.) Die.at -82.75 life ---------- misc Stam/turn +3.10 Max.stam +31.03 A cap made of leather. |
| Tool | Sparkmark the voratun torque of psionic shield [power 169] (19 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +12% lightning +15% light Res.pen +20% lightning ----- def ----- Resists +15% lightning +5% arcane +15% light ---------- misc See.Invis +18 Setup a psionic shield, reducing all damage taken by 169 for 5 turns Puts all charms on 19 cooldown 100% to heal for 110. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+1 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+9 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | Glynne the Tundraobsidian0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +20% fire Res.pen +5% cold Acc +17 (+2 eff.) Apr +15 ----- def ----- Defense +17 (+3 eff.) Resists +3% acid +40% fire +3% darkness Crit.dmg- 10.00% Spell.save +3 (+1 eff.) Max.HP +60.00 HP.reg +9.00 Stun/Frz- +50% Teleport- +24% Def/telep +15 Res/telep +15% Dur/telep +15% Disengage: Puts all charms on 8 cooldown Level 4.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Shade's kiss the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex +10 Cun +30 Con dps ---------- Mov.spd +10% Dmg.mod +12% darkness +12% light Melee Ret 2 light 6 darkness On Hit (Melee): * 10% chance to slow global speed by 64% ----- def ----- Fatigue -10% Resists +9% temporal Phys.save +24 (+5 eff.) Spell.save +25 (+8 eff.) Mind.save +24 (+6 eff.) HP.reg +5.00 ---------- misc Stam/turn +1.50 Amulets make your neck look great! |
| Main armor | Cyratha the drakeskin leather armour (30 def, 8 armour) 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +19 Str +21 Dex +10 Mag +10 Wil +10 Cun +10 Con dps ---------- Phys.crit +6.0% Crit.mult +30.00% Phys.pwr +20 (+4 eff.) Mind.pwr +5 (+1 eff.) Acc +10 (+1 eff.) On Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +30 (+6 eff.) Fatigue +8% Phys.save +20 (+4 eff.) Mind.save +3 (+1 eff.) HP.reg +8.00 ---------- misc Stam/turn +2.50 Psi/ret +0.04 A suit of armour made of leather. |
| Light source | Kindlepeal1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil +6 Con dps ---------- Dmg.mod +15% mind +6% fire Melee Ret 6 cold ----- def ----- Resists +23% blight +15% fire +9% light +3% acid HP.reg +16.00 ---------- misc Light +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | Fulorig the elven-silk cloak (3 def, 24 armour) 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +2 Str +11 Dex +11 Cun dps ---------- Phys.crit +4.0% Dmg.mod +9% mind Acc +16 (+2 eff.) Apr +19 ----- def ----- Armour +24 Defense +3 (+0 eff.) Resists +39% lightning +53% cold +6% arcane +9% blight Mind.save +12 (+3 eff.) Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Elamilelaith the Skystone 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Str +13 Dex +6 Wil +12 Cun dps ---------- Phys.crit +14.0% Mind.crit +15% Dmg.mod +3% cold Melee Ret 6 lightning ----- def ----- Resists +12% acid +3% temporal +24% fire +15% lightning +45% cold Phys.save +20 (+4 eff.) Spell.save +20 (+6 eff.) Mind.save +20 (+5 eff.) A belt that goes around your waist. |
Inventory
medical injector implant of the wizard (efficiency 142% / cooldown 56%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 56%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 86; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the duelist (heal 378; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 378 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the duelist (heal 374; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 374 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the psychic (die at -521; dur 5; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -521 life. The duration and life will increase by 1% for every 1% life you have lost (currently 521 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 957%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 957% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 902%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 902% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 1079%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1079% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 786; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 786 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
savior's voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 15 light 14 darkness Dmg.mod +15% light +15% darkness On Melee Ret: * 15% chance to reduce damage dealt by 29% * 13% chance to blind ----- def ----- Phys.save +24 (+5 eff.) Spell.save +25 (+8 eff.) Mind.save +22 (+6 eff.) Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
psionicist's voratun ring of clarity0.1 T5 ring jewelry [Ego] Psionic While equipped: Stats +10 Wil ----- def ----- Mind.save +35 (+9 eff.) Confus- +50% Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 145 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Nightgash (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +15 (+4 eff.) S.pwr/crit +11 Dmg.mod +20% acid +20% temporal +30% darkness Res.pen +45% darkness +20% temporal Melee Ret 8 blight ----- def ----- Armour +10 Resists +30% acid +20% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of breaching (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% acid Res.pen +15% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Razorlock (25-38 power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 25.0 - 37.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+2 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
voratun longsword of crippling (44-61 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Master Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% Sharp, long, and deadly. |
chilling voratun waraxe of massacre (53-74 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane/Master Power 53.0 - 74.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +30 cold One-handed war axes. |
voratun waraxe of rage (38-54 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +11 Str dps ---------- Dmg.mod +14% physical Acc +20 (+3 eff.) One-handed war axes. |
stormbringer's voratun dagger of erosion (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Nature Power 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +17 nature On Crit.r2 +43 lightning +40 cold While equipped: dps ---------- Mov.spd +42% Res.pen +17% lightning +19% cold Sharp, short and deadly. |
keeper's dragonbone longbow of recursion4.0 T5 longbow 2H weapon Reqs Shoot [Ego++] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: dps ---------- Dmg.mod +27% physical +32% temporal Res.pen +15% physical +23% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
voratun shield of resistance (0 def, 10 armour, 205 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +13% acid +13% fire +13% lightning +13% cold ---------- misc Talents +1 Block Handheld deflection devices. |
mindwoven elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +6% Spell.pwr +18 (+4 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +20% all ----- def ----- Resists +15% all Mind.save +30 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +10 Cun dps ---------- Crit.mult +20.00% Dmg.mod +17% acid +25% physical +19% fire +25% cold ----- def ----- Resists +16% acid +20% physical +20% fire +16% cold +15% all ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gita the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Random Unique] Master/Psionic While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +1 Con dps ---------- Phys.spd +30% Spell.spd +30% Mind.spd +30% Dmg.mod +3% physical ----- def ----- Armour +6 Defense +9 (+1 eff.) Fatigue +8% Resists +5% mind +9% light Mind.save +16 (+4 eff.) Die.at -80.00 life ---------- misc Max.stam +10.00 A suit of armour made of leather. |
voratun mail armour 'Thunderstun' (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +27.20% Phys.pwr +30 (+6 eff.) Dmg.mod +9% mind +18% arcane Res.pen +15% physical Acc +25 (+4 eff.) Melee Ret 14 physical ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +12% lightning +10% physical +9% mind +7% arcane Phys.save +21 (+4 eff.) A suit of armour made of mail. |
fortifying voratun plate armour of stability (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +7 Str +6 Con ----- def ----- Armour +16 Fatigue +22% Resists +10% physical Phys.save +25 (+5 eff.) Max.HP +97.00 A suit of armour made of metal plates. |
reinforced drakeskin leather belt1.0 T5 belt armor [Ego+] Master While equipped: ----- def ----- Armour +15 Defense +15 (+3 eff.) Phys.save +21 (+4 eff.) A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +0% lightning Phys.save +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 300 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
eldritch pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.crit +5% ----- def ----- Armour +5 ---------- misc Mana/turn +0.60 Max.mana +60.00 A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+1 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
insulating pair of voratun boots of massiveness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +8 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +5 Fatigue +4% Resists +10% fire +9% cold ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
invigorating pair of voratun boots of rushing (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -6% Max.HP +60.00 ---------- misc Stam/turn +0.90 Rush: Puts all charms on 19 cooldown Level 3.2 Pwr.cost 19 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
prismatic drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +19% light +18% darkness A cap made of leather. |
thaloren drakeskin leather cap of constitution (+10) (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +10 Con +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +13% blight Mind.save +15 (+4 eff.) A cap made of leather. |
grounding voratun helm of sanctity (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +14% temporal +15% darkness +14% lightning Spell.save +15 (+5 eff.) Mind.save +14 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 22 cooldown Level 5.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 7 light damage to everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+1 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +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. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
1377 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
62 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Guidance1.0 T5 lite [Unique] Nature/Disrupt While equipped: Stats +6 Wil +6 Cun +6 Con ----- def ----- Resists +20% blight Res.Cap +10% blight Phys.save +15 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) ---------- misc Light +6 Masteries +0.20 Wild-gift/Call of the wild +0.50 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 47] amazing fiery salve [power 47]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 206% efficiency and 71% cooldown modifier. Remove 3 magical effects and grants a fiery aura (47% fire, light and lightning affinity) Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 47] amazing frost salve [power 47]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 206% efficiency and 71% cooldown modifier. Remove 3 physical effects and grants a frost aura (47% cold, darkness and nature affinity) Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 671] amazing healing salve [power 671]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 206% efficiency and 71% cooldown modifier. Heal 671 Puts Talent Medical Injector on 11 cooldown Medical salve. |
amazing pain suppressor salve [power 587] amazing pain suppressor salve [power 587]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 206% efficiency and 71% cooldown modifier. Let you fight up to -587 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
amazing water salve [power 47] amazing water salve [power 47]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 206% efficiency and 71% cooldown modifier. Remove 3 mental effects and grants a water aura (47% blight, mind and acid affinity). Puts Talent Medical Injector on 19 cooldown Activation is instant. Medical salve. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 73 power out of 100/100 The very essence of bearness! |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 73 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 3.5 Pwr.cost 13 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 434.16 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 19 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
warded dragonbone wand of lightning storm [power 560] (11 cooldown)2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +6 darkness +6 fire +6 mind +6 nature Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 135 lightning damage and will be dazed for 1 turn (677 total damage) Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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 (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Rose the Halfling Brawler level 40
1st Mirth 123rd year of Ascendancy at 04:27 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Rose the Halfling Brawler level 50
21st Haze 123rd year of Ascendancy at 06:47 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Rose the Halfling Brawler level 40
77th Pyre 123rd year of Ascendancy at 05:00 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Rose the Halfling Brawler level 22
55th Haze 122nd year of Ascendancy at 17:09 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Rose the Halfling Brawler level 45
3rd Summertide 123rd year of Ascendancy at 07:23 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Rose the Halfling Brawler level 50
10th Haze 123rd year of Ascendancy at 14:25 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Rose the Halfling Brawler level 43
10th Mirth 123rd year of Ascendancy at 06:45 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Rose the Halfling Brawler level 41
5th Mirth 123rd year of Ascendancy at 04:58 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Rose the Halfling Brawler level 34
23rd Pyre 123rd year of Ascendancy at 03:54 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rose the Halfling Brawler level 8
35th Dusk 122nd year of Ascendancy at 18:42 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Rose the Halfling Brawler level 42
6th Mirth 123rd year of Ascendancy at 21:15 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Rose the Halfling Brawler level 34
39th Pyre 123rd year of Ascendancy at 11:39 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Rose the Halfling Brawler level 32
70th Regrowth 123rd year of Ascendancy at 08:29 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Rose the Halfling Brawler level 42
6th Mirth 123rd year of Ascendancy at 13:19 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Rose the Halfling Brawler level 23
65th Haze 122nd year of Ascendancy at 05:17 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rose the Halfling Brawler level 31
61st Regrowth 123rd year of Ascendancy at 19:52 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Rose the Halfling Brawler level 50
62nd Haze 123rd year of Ascendancy at 20:22 see stats
Fool of a Took! (Insane (Roguelike) difficulty)
Killed oneself as a halfling.By Rose the Halfling Brawler level 50
63rd Haze 123rd year of Ascendancy at 06:30 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Rose the Halfling Brawler level 41
5th Mirth 123rd year of Ascendancy at 01:29 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rose the Halfling Brawler level 33
1st Pyre 123rd year of Ascendancy at 14:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rose the Halfling Brawler level 10
73rd Dusk 122nd year of Ascendancy at 07:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Rose the Halfling Brawler level 20
35th Haze 122nd year of Ascendancy at 10:28 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Rose the Halfling Brawler level 30
47th Regrowth 123rd year of Ascendancy at 06:22 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Rose the Halfling Brawler level 40
76th Pyre 123rd year of Ascendancy at 13:15 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Rose the Halfling Brawler level 50
9th Haze 123rd year of Ascendancy at 21:24 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Rose the Halfling Brawler level 50
47th Haze 123rd year of Ascendancy at 02:40 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Rose the Halfling Brawler level 26
13rd Regrowth 123rd year of Ascendancy at 15:39 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Rose the Halfling Brawler level 30
48th Regrowth 123rd year of Ascendancy at 13:11 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Rose the Halfling Brawler level 41
4th Mirth 123rd year of Ascendancy at 23:02 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Rose the Halfling Brawler level 26
19th Regrowth 123rd year of Ascendancy at 20:21 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Rose the Halfling Brawler level 43
6th Mirth 123rd year of Ascendancy at 22:47 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Rose the Halfling Brawler level 50
66th Haze 123rd year of Ascendancy at 01:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Rose the Halfling Brawler level 7
78th Pyre 122nd year of Ascendancy at 22:40 see stats
The High Lady's destiny (Insane (Roguelike) difficulty)
Won ToME by closing the Void portal using Aeryn as a sacrifice.By Rose the Halfling Brawler level 50
66th Haze 123rd year of Ascendancy at 01:44 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Rose the Halfling Brawler level 50
47th Haze 123rd year of Ascendancy at 15:33 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Rose the Halfling Brawler level 50
10th Haze 123rd year of Ascendancy at 13:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Rose the Halfling Brawler level 13
7th Haze 122nd year of Ascendancy at 11:56 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Rose the Halfling Brawler level 46
40th Dusk 123rd year of Ascendancy at 08:16 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Rose the Halfling Brawler level 28
28th Regrowth 123rd year of Ascendancy at 19:42 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Rose the Halfling Brawler level 24
66th Haze 122nd year of Ascendancy at 18:15 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rose the Halfling Brawler level 15
18th Haze 122nd year of Ascendancy at 20:10 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Rose the Halfling Brawler level 50
63rd Haze 123rd year of Ascendancy at 06:30 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Rose the Halfling Brawler level 40
76th Pyre 123rd year of Ascendancy at 21:31 see stats
Log
--------------------------------
There is a Unremarkable cave 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.
You enter the swirling portal and in the blink of an eye you set foot on the Far East, with no trace of the portal...
Saving game...
--------------------------------
Today is the 67th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
--------------------------------
Ran for 1 turns (stop reason: didn't move).
--------------------------------
Today is the 68th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
--------------------------------
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
--------------------------------
Today is the 69th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
--------------------------------
Today is the 70th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.































































































































































