














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Gunslinger |
| Level / Exp | 50 / 1935% |
| Size | medium |
| Lifes / Deaths | Killed by Yvynn the grave wight at level 20 on the 36th Dusk 122nd year of Ascendancy at 23:48 0 / 8Killed by Yvynn the grave wight at level 24 on the 13rd Haze 122nd year of Ascendancy at 04:08 Killed by Lisorema the worm that walks at level 26 on the 18th Haze 122nd year of Ascendancy at 18:48 Killed by Yvabeth the skeleton warrior at level 27 on the 56th Haze 122nd year of Ascendancy at 01:40 Killed by Ememiwen the armoured skeleton warrior at level 32 on the 2nd Decay 122nd year of Ascendancy at 09:33 Killed by Grand Corruptor at level 34 on the 57th Regrowth 123rd year of Ascendancy at 08:11 Killed by Xuma the orc corruptor at level 50 on the 58th Haze 123rd year of Ascendancy at 23:00 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 28th Dusk 124th year of Ascendancy at 14:32 |
Primary Stats
| Strength | 157 (base 58) |
| Dexterity | 150 (base 60) |
| Constitution | 84 (base 44) |
| Magic | 55 (base 16) |
| Willpower | 60 (base 10) |
| Cunning | 129.4 (base 64) |
Resources
| Life | -232/1502 |
| Psi | 132/160 |
| Steam | 55/130 |
| Healing Factor | 1.6570078740157 |
| Regeneration | 5.5509763779527 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +102.60348411641% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 23 |
| Infravision | 6 |
| See Stealth | 72.629818001703 |
| See Invisible | 82.629818001703 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 143 |
| Accuracy | 93 |
| Crit Chance | 125% |
| APR | 55 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 143 |
| Accuracy | 93 |
| Crit Chance | 125% |
| APR | 55 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Mind
| Mindpower | 76 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +71% |
| Acid | +36% |
| Physical | +104% |
| Cold | +55% |
| All | +27% |
Offense: Damage Penetration
| Lightning | +50% |
| Fire | +30% |
| Darkness | +17% |
| Cold | +25% |
| Physical | +66% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 44 (90.376569037657%) |
| Defense | 80 |
| Ranged Defense | 80 |
| Fatigue | 0 |
| Physical Save | 66 |
| Spell Save | 43 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 63%( 70%) |
| Blight | + 58%( 70%) |
| Arcane | + 41%( 70%) |
| Cold | + 70%( 70%) |
| All | + 37%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 51%( 70%) |
| Physical | + 46%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 57%( 70%) |
| Mind | + 45%( 70%) |
Defense: Immunities
| Stun Resistance | 75% |
| Confusion Resistance | 25% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 70% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 36% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.5 steam per turn. Can be activated for an instant burst of 92 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 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 289% efficiency and cooldown mod of 99%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 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 238% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 235 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gunslinging | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.28 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Evasive Shots |
| talent | Automated Cloak Tessellation |
| talent | Skate |
| detrimental effect | The target is on fire, taking 151.68 fire damage per turn. Burning |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+20). Continuum Destabilization |
| detrimental effect | Target is reeling from an lightning shock, halving its stun and pinning resistance. Shocked |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by grave wight. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Ozzy. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within10 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (9 def, 21 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +21 Armour Hardiness: +20% Defense: +9 (+2 eff.) Fatigue: +12% Changes stats: +21 Str / -6 Dex / +11 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Talent granted: +5 Rocket Boots Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | Xanikira the Flamesmasher (8/22, 70.5-84.6 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 70.5 - 84.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +36.0% Capacity: 22 On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +24 blight / +16 fire / +31 cold Damage (radius 1) on hit: +4 fire Damage (radius 2) on crit: +12 fire / +13 cold When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | AmemastirPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Changes stats: +8 Wil Changes resistances: +6% lightning / +15% darkness / +15% blight / +3% cold / +6% arcane Critical mult.: +20.00% Physical save: +19 (+5 eff.) Blindness immunity: +49% Disarm immunity: +20% Confusion immunity: +25% Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Light radius: +16 Infravision radius: +6 See stealth: +25 See invisible: +35 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.7 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (16 def, 0 armour) Requires: - Level 35 Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +65 (+11 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +16 (+4 eff.) Changes stats: +13 Cun / +19 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Light radius: +7 Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. This item has been sent to the Item's Vault. |
| On hands | Steam Powered Gauntlets (0 def, 13 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +13 Changes stats: +7 Str / +7 Dex Changes damage: +8% all Talent granted: +5 Fatal Attractor Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Urthydan the Sparkfoe (dig speed 11 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +27 Physical power: +9 (+2 eff.) Changes stats: +15 Str / +7 Dex / +6 Mag Changes resistances: +12% lightning / +12% fire Changes resistances penetration: +25% lightning / +30% fire Maximum mana: +60.00 Spell crit. chance: +10% Movement speed: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Arylle the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +49 (+9 eff.) Changes stats: +11 Str / +11 Con Changes damage: +9% acid / +8% all Physical save: +34 (+9 eff.) Spell save: +29 (+10 eff.) Mental save: +19 (+6 eff.) Mana when firing critical spell: +2.00 Only die when reaching: -60.00 life Spellpower: +31 (+10 eff.) Mindpower: +33 (+8 eff.) Damage Shield penetration: +20% Rings can have magical properties. |
| On fingers | QuenchveinPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 41 Changes stats: +8 Cun / +7 Wil Changes resistances: +27% acid / +36% darkness / +57% cold / +20% fire / +3% mind / +30% lightning Changes damage: +18% darkness / +6% cold Mindpower: +12 (+3 eff.) Rings can have magical properties. |
| Around neck | FilthbreacherInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 10 nature Changes resistances: +23% light / +27% darkness Changes resistances penetration: +5% mind Changes damage: +10% physical Talent masteries: +0.28 Steamtech / Blacksmith +0.28 Psionic / Augmented mobility Critical mult.: +10.00% Blindness immunity: +37% Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +2% Combat speed: +10% Amulets can have magical properties. |
| In main hand | Olarevon the voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 80 damage and reducing their armor Travel speed: +600% Damage (Ranged): +19 cold Damage (radius 2) on crit: +43 lightning / +45 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +7.0% Changes stats: +14 Str / +14 Dex / +19 Mag / +14 Wil / +17 Cun / +13 Con Changes resistances penetration: +25% lightning / +25% cold Changes damage: +22% cold Psi when hit: +0.04 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum hate: +2.00 Mental crit. chance: +2% Movement speed: +50% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | ravager's drakeskin leather belt of valiance Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +14% physical Changes damage: +20% physical Mental save: +13 (+4 eff.) Maximum life: +102.00 A belt that goes around your waist. |
| In off hand | penetrating voratun steamgun of true flight Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 82 damage and reducing their armor Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +7.0% Changes resistances penetration: +22% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Guise of the Hated (14 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+3 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +30% lightning / +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+4 eff.) Stun/Freeze immunity: +50% Hate per kill: +5.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Main armor | fearwoven elven-silk robe of life (0 def, 10 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +10 Fatigue: +0% Damage when hit (Melee): 0 physical Changes resistances: +19% blight / +15% all Changes resistances penetration: +17% darkness / +15% physical Changes damage: +26% darkness / +22% physical Reduces incoming crit damage: 35.00% Life regen: +3.10 Maximum life: +71.00 Maximum hate: +15.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +3% Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the warrior (heal 1048; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1048 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
This item will automatically be transmogrified when you leave the level.flaming stralite battleaxe of massacre (54-81 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 1) on hit: +17 fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.truestriking iron battleaxe of enduring (13-19.5 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +9 Changes stats: +9 Con / +9 Wil Changes resistances penetration: +9% physical Maximum life: +21.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.throat-seeking hardened leather sling of enduring Requires: - Dexterity 24 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 On weapon crit: * silences the target Damage (Ranged): +5 nature When wielded/worn: Changes stats: +8 Con / +5 Wil Changes resistances penetration: +8% nature Maximum life: +28.00 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, cold element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+15 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
The Long-ArmRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +25 Attack speed: 67% Dam. multiplier: 250% Firing range: +10 Travel speed: +600% Shots beam through all targets. Attacks use: 6.0 Steam Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10% Activation costs 20 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
The ShotgonneRequires: - Strength 25 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 9.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Dam. multiplier: 125% Firing range: +6 Travel speed: +600% Attacks use: 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
ThoughtcasterRequires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 96.52 mind damage (based on Mindpower) in a radius 1 around the target Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+4 eff.) Mental crit. chance: +5% Steampower: +15 (+3 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level.stormwoven cashmere robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Str / +5 Mag / +5 Wil Changes resistances: +6% lightning / +7% cold / +8% blight / +11% all Changes damage: +10% lightning / +10% physical / +11% cold Life regen: +2.40 Maximum life: +40.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steam Powered Boots (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots of rushing (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
X-Ray Goggles (10 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +10 (+2 eff.) Changes stats: +10 Cun Blindness immunity: +100% Light radius: +0 It can be used to see everything. EVERYTHING. For 5 turns, anyway Activation costs 30 power out of 30/30. How do these even work? |
This item will automatically be transmogrified when you leave the level.searing dwarven-steel mail armour of command (9 def, 12 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +9 (+2 eff.) Fatigue: +12% Damage (Melee): 10 acid / 17 fire Damage when hit (Melee): 11 acid / 9 fire Changes stats: +1 Cun Changes resistances: +18% acid / +13% fire Mental save: +13 (+4 eff.) A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
99 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Activating this item is instant. It can be used to Gain a random beneficial effect Activation costs 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 18 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 56] amazing fiery salve [power 56]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 238% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (56% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 56] amazing frost salve [power 56]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 238% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (56% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 809] amazing healing salve [power 809]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 238% efficiency and 51% cooldown modifier. It can be used to heal 809 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 708] amazing pain suppressor salve [power 708]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 238% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -708 life and reduces all damage by 28% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 225] amazing unstoppable force salve [power 225]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 238% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 225 and healing factor by half Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 56] amazing water salve [power 56]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 238% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (56% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Thundercrack (16/16, 35-42 power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 35.0 - 42.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Ozzy the Skeleton Gunslinger level 34
60th Regrowth 123rd year of Ascendancy at 17:38 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ozzy the Skeleton Gunslinger level 46
71st Dusk 123rd year of Ascendancy at 23:37 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Ozzy the Skeleton Gunslinger level 33
5th Decay 122nd year of Ascendancy at 07:27 see stats
Atamathoned! (Insane (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Ozzy the Skeleton Gunslinger level 50
1st Flare 124th year of Ascendancy at 13:25 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Ozzy the Skeleton Gunslinger level 44
63rd Dusk 123rd year of Ascendancy at 03:45 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Ozzy the Skeleton Gunslinger level 37
71st Regrowth 123rd year of Ascendancy at 13:47 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Ozzy the Skeleton Gunslinger level 25
17th Haze 122nd year of Ascendancy at 19:32 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ozzy the Skeleton Gunslinger level 26
33rd Haze 122nd year of Ascendancy at 12:02 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Ozzy the Skeleton Gunslinger level 36
68th Regrowth 123rd year of Ascendancy at 08:30 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Ozzy the Skeleton Gunslinger level 30
78th Haze 122nd year of Ascendancy at 16:37 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Ozzy the Skeleton Gunslinger level 50
61st Regrowth 124th year of Ascendancy at 21:54 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ozzy the Skeleton Gunslinger level 20
53rd Dusk 122nd year of Ascendancy at 18:40 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ozzy the Skeleton Gunslinger level 26
20th Haze 122nd year of Ascendancy at 11:13 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Ozzy the Skeleton Gunslinger level 50
39th Regrowth 124th year of Ascendancy at 20:47 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ozzy the Skeleton Gunslinger level 29
67th Haze 122nd year of Ascendancy at 18:15 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ozzy the Skeleton Gunslinger level 10
8th Mirth 122nd year of Ascendancy at 16:52 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ozzy the Skeleton Gunslinger level 20
27th Dusk 122nd year of Ascendancy at 23:50 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ozzy the Skeleton Gunslinger level 30
75th Haze 122nd year of Ascendancy at 05:44 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Ozzy the Skeleton Gunslinger level 40
40th Pyre 123rd year of Ascendancy at 11:41 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Ozzy the Skeleton Gunslinger level 50
28th Haze 123rd year of Ascendancy at 15:39 see stats
Myths of an age past (Insane (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Ozzy the Skeleton Gunslinger level 50
8th Pyre 124th year of Ascendancy at 22:37 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Ozzy the Skeleton Gunslinger level 50
19th Regrowth 124th year of Ascendancy at 17:21 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Ozzy the Skeleton Gunslinger level 30
76th Haze 122nd year of Ascendancy at 14:55 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Ozzy the Skeleton Gunslinger level 50
74th Haze 123rd year of Ascendancy at 19:44 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ozzy the Skeleton Gunslinger level 27
46th Haze 122nd year of Ascendancy at 05:16 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Ozzy the Skeleton Gunslinger level 25
17th Haze 122nd year of Ascendancy at 17:10 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ozzy the Skeleton Gunslinger level 19
22nd Dusk 122nd year of Ascendancy at 03:10 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Ozzy the Skeleton Gunslinger level 36
68th Regrowth 123rd year of Ascendancy at 13:20 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Ozzy the Skeleton Gunslinger level 50
61st Regrowth 124th year of Ascendancy at 21:53 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Ozzy the Skeleton Gunslinger level 50
8th Pyre 124th year of Ascendancy at 22:37 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ozzy the Skeleton Gunslinger level 5
2nd Mirth 122nd year of Ascendancy at 12:10 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Ozzy the Skeleton Gunslinger level 50
20th Regrowth 124th year of Ascendancy at 04:33 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Ozzy the Skeleton Gunslinger level 50
61st Regrowth 124th year of Ascendancy at 21:54 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Ozzy the Skeleton Gunslinger level 28
60th Haze 122nd year of Ascendancy at 05:04 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ozzy the Skeleton Gunslinger level 20
29th Dusk 122nd year of Ascendancy at 20:23 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Ozzy the Skeleton Gunslinger level 50
71st Haze 123rd year of Ascendancy at 20:39 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Ozzy the Skeleton Gunslinger level 39
22nd Pyre 123rd year of Ascendancy at 10:49 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ozzy the Skeleton Gunslinger level 21
54th Dusk 122nd year of Ascendancy at 19:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ozzy the Skeleton Gunslinger level 14
1st Dusk 122nd year of Ascendancy at 02:18 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ozzy the Skeleton Gunslinger level 33
4th Decay 122nd year of Ascendancy at 16:35 see stats
Log
Linaniil, Supreme Archmage of Angolwen uses Infusion: Wild.
Linaniil, Supreme Archmage of Angolwen's deep wound closes.
Linaniil, Supreme Archmage of Angolwen is cured!
Linaniil, Supreme Archmage of Angolwen lessens the pain.
Linaniil, Supreme Archmage of Angolwen casts Flame.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen surges with fiery power!
Ozzy's Trick Shot performs a ranged critical strike against Linaniil, Supreme Archmage of Angolwen!
Linaniil, Supreme Archmage of Angolwen deactivates Disruption Shield.
Linaniil, Supreme Archmage of Angolwen's disruption shield collapses and then explodes in a powerful manastorm!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen shrugs off Ozzy's 'Deep Wound'!
Linaniil, Supreme Archmage of Angolwen shrugs off Ozzy's 'Cripple'!
Ozzy's Trick Shot performs a ranged critical strike against Linaniil, Supreme Archmage of Angolwen!
Linaniil, Supreme Archmage of Angolwen shrugs off Ozzy's 'Deep Wound'!
Linaniil, Supreme Archmage of Angolwen hits Ozzy for (41 flat reduction), 256 fire (256 total damage).
Elemental Surge hits Ozzy for (41 flat reduction), 265 fire (265 total damage).
Ozzy's Trick Shot hits Linaniil, Supreme Archmage of Angolwen for (4995 absorbed), (16695 mana), 0 physical, 10 blight, 11 fire, 24 cold, 3 fire, 8 fire, 10 cold, 40 acid (107 total damage).
Ozzy's Trick Shot hits Linaniil, Supreme Archmage of Angolwen for 1530 physical, 10 blight, 39 cold, 11 fire, 3 fire, 37 lightning, 45 cold, (8 shifted), 0 fire, 8 fire, 40 acid (1724 total damage).
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Ozzy for (41 flat reduction), 760 arcane (760 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Ozzy for (41 flat reduction), 68 fire (68 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Ozzy for (41 flat reduction), 68 fire (68 total damage).
Bleeding from Ozzy hits Linaniil, Supreme Archmage of Angolwen for 633 physical damage.
Burning from Linaniil, Supreme Archmage of Angolwen hits Ozzy for (41 flat reduction), 224 fire (224 total damage).
Ozzy the level 50 skeleton gunslinger was scorched to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.
Ozzy stops burning.
Ozzy deactivates Evasive Shots.
Ozzy tessellates her cloak!
Ozzy deactivates Agile Gunner.
Ozzy deactivates Skate.






















































































































