










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. 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: 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:
Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/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. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Better Item Description 1.7.4This 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 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:
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 | quick |
Mode | Nightmare Adventure |
Sex | Male |
Race | Krog |
Class | Wyrmic |
Level / Exp | 50 / 3658% |
Size | huge |
Lifes / Deaths | Killed by Horned Horror at level 19 on the 48th Quantumnal 1337th year of Ascendancy at 23:01 0 / 7Killed by ghoul at level 31 on the 54th Quantumnal 1337th year of Ascendancy at 17:08 Killed by The Master at level 31 on the 54th Quantumnal 1337th year of Ascendancy at 20:25 Killed by Elite Combat Trainer Gleremina at level 36 on the 57th Quantumnal 1337th year of Ascendancy at 00:33 Killed by Elite Combat Trainer Ce'Nemida at level 37 on the 57th Quantumnal 1337th year of Ascendancy at 11:35 Killed by Elite Combat Trainer Ce'Nemida at level 37 on the 57th Quantumnal 1337th year of Ascendancy at 14:37 Killed by Wyr's Inner Demon at level 50 on the 66th Quantumnal 1337th year of Ascendancy at 05:32 |
Antimagic | Follower |
Primary Stats
Strength | 154 (base 60) |
Dexterity | 71 (base 59) |
Constitution | 97 (base 49) |
Magic | 17 (base 10) |
Willpower | 84 (base 60) |
Cunning | 33 (base 10) |
Resources
Life | 2365/2396 |
Stamina | 438/442 |
Equilibrium | 48 |
Healing Factor | 1.4603653891684 |
Regeneration | 10.922425901204 |
Speed
Mental | +2.02863780958% |
Attack | +12.02863780958% |
Movement | +69.54510541169% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
See Invisible | 12 |
Offense: Mainhand
Damage | 230 |
Accuracy | 79 |
Crit Chance | 52% |
APR | 53 |
Speed | 0.98 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4.25 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 75 |
Crit Chance | 35% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Acid | +15% |
Blight | +12% |
Physical | +45% |
Cold | +30% |
All | 0% |
Lightning | +12% |
Darkness | +12% |
Fire | +22% |
Nature | +53% |
Offense: Damage Penetration
Acid | +65% |
Blight | +65% |
Physical | +65% |
Cold | +85% |
All | +46% |
Lightning | +65% |
Darkness | +70% |
Fire | +75% |
Nature | +90% |
Defense: Base
Armour (hardiness) | 99.238655292487 (100%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 82 |
Spell Save | 52 |
Mental Save | 42 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Physical | + 37%( 70%) |
Cold | + 46%( 70%) |
All | + 22%( 70%) |
Darkness | + 23%( 70%) |
Light | + 29%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 70%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Stun Resistance | 75% |
Confusion Resistance | 50% |
Pinning Resistance | 100% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 674 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 349 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 839 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Wild-gift / Antimagic | 1.20 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Precise Strikes |
talent | Icy Skin |
talent | Antimagic Shield |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 18% feedback damage from all damage done. Empathic Hex |
beneficial effect | The target is surrounded by a magical shield, absorbing 65/65 damage before it crumbles. Damage Shield |
beneficial effect | You gain 70% resistance against acid, fire and blight. Resolve |
detrimental effect | Huge cut that bleeds, doing 72.30 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
beneficial effect | Increases the effectiveness of all healing the target receives by 47%. Empowered Healing |
detrimental effect | The target is hexed. Each time it uses an ability it takes 70.63 fire damage, and talent cooldowns are increased by 72% plus 1 turn. Burning Hex |
detrimental effect | The target has been splashed with acid, taking 33.34 acid damage per turn, reducing armour by 46 and attack by 40. Acid Splash |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | active |
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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. You survived the wilderness and have recovered some of your past power, but your memories still elude you. You defeated a powerful necromancer and his undead legion. The Keepers say this was a vital juncture, but your thread is not safe yet. You defeated a host of orcs. Another lies ahead. You defeated another host of orcs. Ahead lies your fate. Elandar lies defeated. Argoniel lies defeated. The operation was a success! Speak with Zemekkys to learn more about your fate. | 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 |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 T5 lite [Ego++] Disrupt/Master While equipped: dps ---------- Res.pen +11% all Apr +7 ----- def ----- Resists +3% all Spell.save +15 (+5 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 4.5 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 292.34 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
On hands | ![]() 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 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 175.00 arcane damage and stunned). Uses 100 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. |
Tool | ![]() 2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 404 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 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: 1311.35 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 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. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.4 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 459.93 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Random Unique] Master Power 42.5 - 59.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 light On Hit.r1 +16 light On Hit: * 10% chance to reduce armor by 9% While equipped: Stats +7 Str dps ---------- Phys.crit +15.0% Crit.mult +35.00% Dmg.mod +3% acid +15% physical Res.pen +5% darkness +10% all Acc +50 (+10 eff.) Apr +27 ----- def ----- Resists +9% light ---------- misc Light +1 Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Disrupt/Master When used to Attack: Power 65.5 - 78.6 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +208 While equipped: Stats +11 Con dps ---------- Melee+ 35 acid 30 nature Dmg.mod +12% nature Res.pen +10% fire On Hit (Melee): * 20% chance to slow global speed by 70% * 26 arcane resource burn On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +10 Fatigue +8% Resists +36% acid +13% physical +29% nature ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Dex +6 Con dps ---------- Crit.mult +30.00% Dmg.mod +3% cold Res.pen +20% cold Acc +15 (+3 eff.) Apr +13 On Hit (Melee): * 20% chance to slow global speed by 70% ----- def ----- Defense +3 (+1 eff.) Resists +9% acid Spell.save +15 (+5 eff.) Stealth +15 Max.HP +36.00 ---------- misc Stam/turn +1.30 See.Invis +12 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+9 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 16/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness ----- def ----- Resists +7% physical +16% mind +9% darkness Confus- +26% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Mag +6 Cun +21 Con dps ---------- Spell.pwr +14 (+2 eff.) Dmg.mod +12% acid +6% fire Res.pen +15% arcane Melee Ret 10 acid ----- def ----- Resists +9% acid +9% fire +10% blight Affinity +15% nature Spell.save +20 (+6 eff.) Mind.save +15 (+5 eff.) HP.reg +2.00 Heal.mod +30% Confus- +43% Stun/Frz- +30% ---------- misc Max.stam +21.00 Rings make your fingers look great! |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+8 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt When used to Attack: Power 52.0 - 62.4 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+6 eff.) Rng.Def +12 (+4 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+8 eff.) Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 24 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Master/Psionic When used to Attack: Power 71.5 - 85.8 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +190 Melee+ +8 blight On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +6 (+1 eff.) Res.pen +5% fire ----- def ----- Armour +10 Fatigue +8% Resists +9% blight +29% cold +17% mind +12% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
![]() 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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. |
![]() 1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +11 (+3 eff.) Blind- +31% Confus- +17% ---------- misc Light +8 See.Stealth +10 See.Invis +13 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 0.0 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. |
![]() 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. |
![]() 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 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. |
![]() 0.0 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. |
![]() 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 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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 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. |
![]() 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Q.U.I.C.K.
The final anomaly has been prevented and the timeline is secure.
The Keepers of Reality will take care of any remaining loose ends.
You have done all they could have hoped, and more.
You may continue playing and enjoy the rest of time.
Achievements
By Wyr the Krog Wyrmic level 50
67th Quantumnal 1337th year of Ascendancy at 19:15 see stats
By Wyr the Krog Wyrmic level 40
58th Quantumnal 1337th year of Ascendancy at 16:28 see stats
By Wyr the Krog Wyrmic level 46
60th Quantumnal 1337th year of Ascendancy at 16:41 see stats
By Wyr the Krog Wyrmic level 40
58th Quantumnal 1337th year of Ascendancy at 17:05 see stats
By Wyr the Krog Wyrmic level 48
62nd Quantumnal 1337th year of Ascendancy at 20:08 see stats
By Wyr the Krog Wyrmic level 10
44th Quantumnal 1337th year of Ascendancy at 00:31 see stats
By Wyr the Krog Wyrmic level 20
49th Quantumnal 1337th year of Ascendancy at 01:25 see stats
By Wyr the Krog Wyrmic level 30
52nd Quantumnal 1337th year of Ascendancy at 23:17 see stats
By Wyr the Krog Wyrmic level 40
58th Quantumnal 1337th year of Ascendancy at 08:17 see stats
By Wyr the Krog Wyrmic level 50
64th Quantumnal 1337th year of Ascendancy at 01:57 see stats
By Wyr the Krog Wyrmic level 41
59th Quantumnal 1337th year of Ascendancy at 02:03 see stats
By Wyr the Krog Wyrmic level 24
50th Quantumnal 1337th year of Ascendancy at 09:59 see stats
By Wyr the Krog Wyrmic level 50
65th Quantumnal 1337th year of Ascendancy at 23:40 see stats
By Wyr the Krog Wyrmic level 50
67th Quantumnal 1337th year of Ascendancy at 18:34 see stats
By Wyr the Krog Wyrmic level 30
53rd Quantumnal 1337th year of Ascendancy at 01:16 see stats
By Wyr the Krog Wyrmic level 31
54th Quantumnal 1337th year of Ascendancy at 22:54 see stats
Log
High Sun Paladin Aeryn rushes out!
Dread is a martyr.
High Sun Paladin Aeryn damages herself through Martyrdom!
High Sun Paladin Aeryn HEALS from light damage!
Dread hits High Sun Paladin Aeryn for (0 blocked), 0 fire (0 total damage).
Weapon of Wrath hits Dread for 121 fire damage.
High Sun Paladin Aeryn hits Dread for 8 fire damage.
High Sun Paladin Aeryn hits Dread for 119 physical, 80 light, 8 fire (207 total damage).
Shield of Light hits Dread for 33 light, 13 fire, 100 light (147 total damage).
Something hits High Sun Paladin Aeryn for (21 blocked), 0 fire (0 total damage).
Dread hits High Sun Paladin Aeryn for (16 blocked), 0 physical, (9 blocked), 0 light, 7 healing, (0 blocked), 0 fire, (4 blocked), 0 light, 3 healing, (1 blocked), 0 fire, (11 blocked), 0 light, 9 healing, (7 blocked), 0 fire (0 total damage) [19 healing].
Your shield crumbles under the damage!
The shield around Wyr crumbles.
Acid Splash from Argoniel hits Wyr for (10 antimagic), 0 acid (0 total damage).
Deep Wound from Argoniel hits Wyr for (7 absorbed), 39 physical (39 total damage).
A shield forms around Wyr.
High Sun Paladin Aeryn damages herself through Martyrdom!
High Sun Paladin Aeryn HEALS from light damage!
Searing Sight hits Dread for 13 light damage.
Searing Sight hits Dreadmaster for 13 light damage.
Searing Sight hits Dread for 13 light damage.
Wyr receives 65 healing from High Sun Paladin Aeryn's healing light area effect.
Something hits High Sun Paladin Aeryn for (1 absorbed), 0 light, 1 healing (0 total damage) [1 healing].
Dread hits High Sun Paladin Aeryn for (1 absorbed), 0 light, 1 healing (0 total damage) [1 healing].
Dread hits High Sun Paladin Aeryn for (1 absorbed), 0 light, 1 healing (0 total damage) [1 healing].
Dreadmaster hits High Sun Paladin Aeryn for (1 absorbed), 0 light, 1 healing (0 total damage) [1 healing].
Weakness Disease from Argoniel hits High Sun Paladin Aeryn for (50 blocked), 0 blight (0 total damage).
Wyr gains 2% of a turn from Ancestral Life.
Saving done.
=====================
QUICK Campaign Zones
=====================
Norgos Lair
Rhaloren Camp: Overground
The Maze: Collapsed
Daikara: Volcano
Dreadfell
Grushnak Pride
Vor Pride
Finale
=====================
QUICK Campaign Perks
=====================
1: Infusion: Regeneration
2: Talents: Lacerating Strikes/Misdirection
3: Artifact: Bloodcaller
4: Sandqueen Heart: Normal
5: Anti-magic: Adept
6: Finale: Resistance Penetration
7: Infusion: Wild-Physical/Mental
8: Alchemists: Lifebinding Emerald