
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various 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: 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: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 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! Possessor Bonus Class 1.7.4Donators/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. 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. 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!) 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:
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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 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.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 50 / 2151% |
Size | medium |
Lifes / Deaths | Killed by faerlhing at level 37 on the 32nd Pyre 123rd year of Ascendancy at 10:05 / 1 |
Primary Stats
Strength | 64 (base 15) |
Dexterity | 102 (base 64) |
Constitution | 65 (base 40) |
Magic | 138 (base 64) |
Willpower | 93 (base 16) |
Cunning | 108 (base 54) |
Resources
Life | 1359/1359 |
Mana | 763/763 |
Paradox | 300 |
Steam | 100/100 |
Healing Factor | 1.7507787249125 |
Regeneration | 16.194703205441 |
Speed
Mental | +10.000000000002% |
Attack | +1.9984014443253E-12% |
Movement | +68.96754801572% |
Spell | +1.9984014443253E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 7 |
See Stealth | 108.17915680092 |
See Invisible | 102.17915680092 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 355 |
Accuracy | 70 |
Crit Chance | 94% |
APR | 45 |
Speed | 0.91 |
Offense: Spell
Spellpower | 74 |
Crit Chance | 53% |
Speed | 0.99999999999998 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 60% |
Speed | 0.99999999999998 |
Offense: Damage Bonus
Blight | +26% |
Arcane | +20% |
Mind | +20% |
All | +17% |
Light | +23% |
Temporal | +32% |
Physical | +40% |
Cold | +50% |
Fire | +23% |
Nature | +29% |
Offense: Damage Penetration
Cold | +20% |
Nature | +10% |
Light | +10% |
Temporal | +15% |
Blight | +5% |
Physical | +56% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 62 (81.907551546746%) |
Defense | 88 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 70 |
Spell Save | 60 |
Mental Save | 54 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 68%( 70%) |
Arcane | + 37%( 70%) |
Cold | + 53%( 70%) |
All | + 25%( 70%) |
Darkness | + 48%( 70%) |
Light | + 39%( 70%) |
Temporal | + 59%( 70%) |
Physical | + 46%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 55%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 69% |
Silence Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 58% |
Instadeath Resistance | 100% |
Knockback Resistance | 65% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: 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 7 turns. While Heroism is active, you will only die when reaching -690 life. The duration and life will increase by 1% for every 1% life you have lost (currently 690 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 218% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Bow Threading | 1.60 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Secrets of the Eternals |
talent | Temporal Hounds |
talent | Chant of Fortress |
talent | Premonition |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | The target is moving is 69% faster. 3 Celerity |
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 grave | active |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You failed to protect the injured seer from death by Voraganor the vampire lord. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | 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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You 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 |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 1757. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 within6 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 you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +7 Wil dps ---------- Melee Ret 2 blight 2 temporal On Hit (Melee): * 21% chance to reduce armor by 43% ----- def ----- Armour +23 Fatigue +4% Resists +13% acid +12% fire +15% lightning +13% cold Phys.save +15 (+3 eff.) Silence- +45% Confus- +45% Pinning- +25% Stun/Frz- +46% Knockbk- +25% Teleport- +100% ---------- misc Mana/s.crit +1.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 93.5 - 130.9 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +38 Apr +36 Crit +21.0% Capacity 21 Proj.spd +200% Ranged+ +24 blight +24 cold On Hit: * 24% chance to reduce strength, dexterity, and constitution by 33 * 25% chance for lightning to strike from the target to a second target dealing 119 damage Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Dmg.mod +6% light Res.pen +10% light ----- def ----- Resists +15% nature +3% light Mind.save +7 (+2 eff.) Blind- +24% Confus- +15% ---------- misc Light +9 See.Stealth +26 See.Invis +19 Track: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +6 Mag +22 Wil +7 Cun dps ---------- Phys.crit +1.0% Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) Apr +2 ----- def ----- Armour +4 Defense +33 (+6 eff.) Resists +3% physical Phys.save +14 (+3 eff.) Silence- +50% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Resists +9% blight Heal.mod +24% Teleport- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +30.00 Setup a psionic shield, reducing all damage taken by 155 for 5 turns Puts all charms on 25 cooldown 100% to heal for 79. 100% to reduce fatigue by 60% for 2 turns. 100% to gain a 39% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +3% arcane Melee Ret 6 temporal ----- def ----- Resists +5% arcane Max.HP +26.00 Silence- +27% Disarm- +25% Pinning- +33% Knockbk- +40% ---------- misc Mana/turn +0.29 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +7% Crit.mult +5.00% Dmg.mod +3% mind +6% fire On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Mind.save +15 (+5 eff.) Max.HP +100.00 HP.reg +9.00 Heal.mod +16% Blind- +45% Confus- +48% ---------- misc Hate/m.crit +3.00 Infravis +5 See.Stealth +24 See.Invis +25 Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Defense +10 (+2 eff.) Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+5 eff.) Proj.slow +25% Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +30 cold On Hit.r1 +4 fire On Hit: * 24% chance to reduce strength, dexterity, and constitution by 33 * flashes light on your target dealing 98 damage While equipped: Stats +11 Cun +11 Mag dps ---------- Crit.mult +15.00% Phys.spd +10% Dmg.mod +9% blight +15% temporal +33% cold +23% physical Res.pen +5% blight +15% temporal +56% physical Melee Ret 4 blight ----- def ----- Resists +9% blight +6% fire ---------- misc Reload +8 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +29 Str +20 Dex +19 Mag +19 Wil +10 Cun +10 Con dps ---------- Phys.crit +9.0% Spell.crit +10% Mind.crit +10% Phys.pwr +22 (+4 eff.) Spell.pwr +25 (+6 eff.) Mind.pwr +25 (+6 eff.) Melee+ 23 acid 23 fire Dmg.mod +12% nature Res.pen +20% cold +10% nature +15% fire Melee Ret 16 acid 11 fire On Hit (Melee): * 10% chance to slow global speed by 65% ----- def ----- Armour +8 Defense +28 (+5 eff.) Fatigue +8% Resists +30% acid +30% temporal +9% cold +30% fire +9% nature +20% lightning Phys.save +17 (+4 eff.) A suit of armour made of leather. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +9 Mag +10 Wil +2 Cun +3 Con dps ---------- Crit.mult +15.00% ----- def ----- Defense +3 (+0 eff.) Resists +9% blight +30% lightning Spell.save +9 (+2 eff.) Stun/Frz- +50% ---------- misc Max.mana +74.00 Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 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 176% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 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 232% efficiency and cooldown mod of 82%. 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 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 8 turns. While Heroism is active, you will only die when reaching -669 life. The duration and life will increase by 1% for every 1% life you have lost (currently 669 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 |
![]() 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 increase movement speed by 679% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 689.04 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 51% faster, and you are invisible (power 19). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Random Unique] Master While equipped: Stats +8 Dex +8 Cun +8 Con dps ---------- Mov.spd +20% Dmg.mod +9% lightning Res.pen +15% fire ----- def ----- Fatigue -9% Resists +6% fire HP.reg +2.00 ---------- misc Stam/turn +0.60 Masteries +0.15 Chronomancy/Temporal Guardian Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% 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 (+11 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 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." |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Master Power 58.5 - 87.8 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +16 Mag +16 Wil dps ---------- Spell.pwr +21 (+5 eff.) Res.pen +14% physical Acc +35 (+9 eff.) Apr +21 Massive two-handed battleaxes. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 41.0 - 57.4 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +15.0% Crit.mult +30.00% Apr +15 Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 40.0 - 56.0 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +13% all Acc +23 (+6 eff.) Apr +12 One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 38.5 - 50.1 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +90 fire On Crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +13 (+3 eff.) All.spd +11% Res.pen +25% fire Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature Power 18.0 - 19.8 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% nature ----- def ----- Resists +9% blight Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Disease- +25% ---------- misc Equi/ret +2.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 150% Mag Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con dps ---------- On Melee Ret: * 13% chance to reduce armor by 43% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +20% acid ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 54.0 - 81.0 Phys.bleed Uses 150% Mag Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +90 Uses 1.0 Steam While equipped: Stats +13 Str +13 Dex +13 Mag +13 Wil +6 Cun +13 Con ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Normal] Steamtech Power 40.5 - 60.8 Phys.bleed Uses 150% Mag Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +107 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T5 longbow 2H weapon [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +30 fire While equipped: Stats +11 Str dps ---------- Phys.pwr +23 (+4 eff.) Dmg.mod +33% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 arrow ammo [Random Unique] Nature/Master Power 69.5 - 97.3 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +38.0% Capacity 22 Proj.spd +200% Ranged+ +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 33 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 250 physical damage On Crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Random Unique] Nature/Master/Psionic Power 69.0 - 96.6 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +41 Crit +21.0% Capacity 23 Proj.spd +634% Ranged+ +26 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 247 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 250 physical damage While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 96.5 - 135.1 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +26.0% Capacity 19 Proj.spd +237% On Hit.r1 +30 fire +4 mind +12 arcane On Hit: 20% Curse of Impotence 5 On Crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Rare] Master Power 73.5 - 102.9 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +23.0% Capacity 23 Ranged+ +20 darkness +8 fire On Hit.r1 +16 darkness +8 blight On Crit.r2 +20 darkness +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 33 On Crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 140% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 70.5 - 98.7 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +36 Crit +20.0% Capacity 57 Proj.spd +200% Ranged+ +27 blight +12 darkness +12 light On Hit.r1 +12 light +12 darkness On Crit.r2 +12 darkness +12 light +12 arcane On Hit: * 33% chance to reduce strength, dexterity, and constitution by 33 * 25% chance for lightning to strike from the target to a second target dealing 119 damage While equipped: ---------- misc Reload +8 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Random Unique] Nature/Master/Psionic Power 69.0 - 96.6 Physical Uses 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +33 Crit +21.0% Capacity 19 Proj.spd +200% Ranged+ +33 darkness +8 arcane +32 fire +8 nature Against +27% Living On Hit.r1 +12 arcane On Crit.r2 +20 fire +16 nature +4 arcane On Hit: * 20% chance to slow global speed by 65% Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con dps ---------- On Melee Ret: * 20% chance to reduce armor by 43% ----- def ----- Armour +10 Fatigue +8% Resists +20% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: Stats +8 Mag +8 Wil dps ---------- Dmg.mod +30% fire ----- def ----- Resists +15% all +45% fire ---------- misc Mana/turn +0.39 Psi/turn +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.crit +6% Spell.pwr +29 (+7 eff.) Dmg.mod +30% temporal +30% arcane +17% all ----- def ----- Resists +15% all ---------- misc Max.mana +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +19% nature +20% blight Max.HP +64.00 HP.reg +11.00 Heal.mod +20% A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 23 acid 12 fire Melee Ret 16 acid 16 fire ----- def ----- Armour +16 Fatigue +22% Resists +23% acid +23% fire A suit of armour made of metal plates. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +6 Cun +5 Con dps ---------- Phys.crit +11.0% Mind.crit +13% Crit.mult +5.00% Phys.pwr +12 (+2 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +12% physical Acc +5 (+1 eff.) Apr +1 ----- def ----- Armour +14 Defense +5 (+1 eff.) Spell.save +15 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T5 feet armor [Ego+] Psionic While equipped: Stats +6 Con +6 Wil dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +10% physical ----- def ----- Armour +5 Blindside: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Nature/Master While equipped: Stats +4 Cun +2 Dex ----- def ----- Armour +5 HP.reg +8.00 Heal.mod +16% Disengage: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 15/15. 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 193% 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. A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +4% Silence- +50% Confus- +50% Stun/Frz- +42% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Spell.crit +5% Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Defense +3 (+0 eff.) ---------- misc Mana/turn +0.39 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+4 eff.) Mind.pwr +15 (+4 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +11 Fatigue +5% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Wil ----- def ----- Armour +5 Fatigue +5% Resists +14% blight Mind.save +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
amazing fiery salve [power 48] amazing fiery salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 218% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (48% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 48] amazing frost salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 218% efficiency and 50% cooldown modifier. Remove 3 physical effects and grants a frost aura (48% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 685] amazing healing salve [power 685]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 218% efficiency and 50% cooldown modifier. Heal 685 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 599] amazing pain suppressor salve [power 599]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 218% efficiency and 50% cooldown modifier. Let you fight up to -599 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 48] amazing water salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 218% efficiency and 50% cooldown modifier. Remove 3 mental effects and grants a water aura (48% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Con ----- def ----- Defense +25 (+5 eff.) Max.HP +21.00 ---------- misc Max.stam +15.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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
By Fenn the Shalore Temporal Warden level 39
40th Pyre 123rd year of Ascendancy at 07:05 see stats
By Fenn the Shalore Temporal Warden level 50
3rd Haze 123rd year of Ascendancy at 01:20 see stats
By Fenn the Shalore Temporal Warden level 39
36th Pyre 123rd year of Ascendancy at 03:24 see stats
By Fenn the Shalore Temporal Warden level 50
74th Dusk 123rd year of Ascendancy at 12:16 see stats
By Fenn the Shalore Temporal Warden level 42
68th Pyre 123rd year of Ascendancy at 07:27 see stats
By Fenn the Shalore Temporal Warden level 35
25th Pyre 123rd year of Ascendancy at 19:56 see stats
By Fenn the Shalore Temporal Warden level 28
55th Haze 122nd year of Ascendancy at 07:22 see stats
By Fenn the Shalore Temporal Warden level 8
2nd Summertide 122nd year of Ascendancy at 22:38 see stats
By Fenn the Shalore Temporal Warden level 41
63rd Pyre 123rd year of Ascendancy at 16:25 see stats
By Fenn the Shalore Temporal Warden level 29
74th Haze 122nd year of Ascendancy at 06:41 see stats
By Fenn the Shalore Temporal Warden level 31
28th Regrowth 123rd year of Ascendancy at 17:52 see stats
By Fenn the Shalore Temporal Warden level 31
28th Regrowth 123rd year of Ascendancy at 03:20 see stats
By Fenn the Shalore Temporal Warden level 20
74th Dusk 122nd year of Ascendancy at 09:24 see stats
By Fenn the Shalore Temporal Warden level 31
29th Regrowth 123rd year of Ascendancy at 11:08 see stats
By Fenn the Shalore Temporal Warden level 33
18th Pyre 123rd year of Ascendancy at 18:35 see stats
By Fenn the Shalore Temporal Warden level 50
4th Decay 123rd year of Ascendancy at 14:46 see stats
By Fenn the Shalore Temporal Warden level 46
29th Dusk 123rd year of Ascendancy at 14:49 see stats
By Fenn the Shalore Temporal Warden level 10
9th Flare 122nd year of Ascendancy at 00:26 see stats
By Fenn the Shalore Temporal Warden level 20
64th Dusk 122nd year of Ascendancy at 15:07 see stats
By Fenn the Shalore Temporal Warden level 30
2nd Allure 123rd year of Ascendancy at 00:27 see stats
By Fenn the Shalore Temporal Warden level 40
61st Pyre 123rd year of Ascendancy at 02:21 see stats
By Fenn the Shalore Temporal Warden level 50
74th Dusk 123rd year of Ascendancy at 09:53 see stats
By Fenn the Shalore Temporal Warden level 50
3rd Decay 123rd year of Ascendancy at 00:41 see stats
By Fenn the Shalore Temporal Warden level 30
16th Regrowth 123rd year of Ascendancy at 07:36 see stats
By Fenn the Shalore Temporal Warden level 32
36th Regrowth 123rd year of Ascendancy at 16:39 see stats
By Fenn the Shalore Temporal Warden level 50
78th Dusk 123rd year of Ascendancy at 12:43 see stats
By Fenn the Shalore Temporal Warden level 36
28th Pyre 123rd year of Ascendancy at 02:56 see stats
By Fenn the Shalore Temporal Warden level 41
63rd Pyre 123rd year of Ascendancy at 20:30 see stats
By Fenn the Shalore Temporal Warden level 50
1st Wintertide 124th year of Ascendancy at 03:49 see stats
By Fenn the Shalore Temporal Warden level 22
3rd Haze 122nd year of Ascendancy at 15:10 see stats
By Fenn the Shalore Temporal Warden level 7
6th Mirth 122nd year of Ascendancy at 16:54 see stats
By Fenn the Shalore Temporal Warden level 50
1st Wintertide 124th year of Ascendancy at 03:49 see stats
By Fenn the Shalore Temporal Warden level 29
2nd Allure 123rd year of Ascendancy at 00:27 see stats
By Fenn the Shalore Temporal Warden level 50
1st Time of Equilibrium 123rd year of Ascendancy at 21:07 see stats
By Fenn the Shalore Temporal Warden level 19
60th Dusk 122nd year of Ascendancy at 15:18 see stats
By Fenn the Shalore Temporal Warden level 45
9th Dusk 123rd year of Ascendancy at 07:33 see stats
By Fenn the Shalore Temporal Warden level 22
3rd Haze 122nd year of Ascendancy at 14:45 see stats
By Fenn the Shalore Temporal Warden level 15
21st Dusk 122nd year of Ascendancy at 08:23 see stats
By Fenn the Shalore Temporal Warden level 37
32nd Pyre 123rd year of Ascendancy at 10:05 see stats
By Fenn the Shalore Temporal Warden level 38
34th Pyre 123rd year of Ascendancy at 23:02 see stats
By Fenn the Shalore Temporal Warden level 5
79th Pyre 122nd year of Ascendancy at 03:47 see stats
Log
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Temporal hound is no longer out of phase.
Ran for 13 turns (stop reason: interesting terrain).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Fenn picks up (f.): ethereal rune (power 19; resist 35%; move 51%; dur 5; cd 19).
Temporal hound is out of phase.
Temporal hound is out of phase.
Temporal hound is no longer out of phase.
Ran for 35 turns (stop reason: interesting terrain).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Temporal hound is no longer out of phase.
Ran for 19 turns (stop reason: interesting terrain).
--------------------------------
Saving game...
Saving done.