











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Arcane Blade |
Level / Exp | 50 / 3689% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 138 (base 60) |
Dexterity | 121 (base 39) |
Constitution | 54 (base 8) |
Magic | 169 (base 64) |
Willpower | 56 (base 10) |
Cunning | 137 (base 64) |
Resources
Life | 1619/1619 |
Mana | 720/720 |
Stamina | 403/403 |
Steam | 100/100 |
Healing Factor | 2.1198865270958 |
Regeneration | 38.687929119499 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +46.20512205326% |
Spell | 0% |
Global | +140% |
Vision
Sight | 11 |
Lite | 18.160696125856 |
Infravision | 6 |
See Stealth | 72.68257532621 |
See Invisible | 68.68257532621 |
Offense: Mainhand
Damage | 246 |
Accuracy | 84 |
Crit Chance | 83% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 119 |
Crit Chance | 99% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +107% |
Physical | +174% |
Blight | +45% |
Arcane | +54% |
Cold | +101% |
All | +39% |
Offense: Damage Penetration
Physical | +90% |
Blight | +40% |
Arcane | +60% |
Cold | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 3.1696404776441 (62.946778433524%) |
Defense | 111 |
Ranged Defense | 118 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 61 |
Mental Save | 47 |
Defense: Resistances
Blight | + 65%( 70%) |
Arcane | + 65%( 70%) |
Cold | + 70%( 70%) |
All | + 62%( 70%) |
Lightning | + 70%( 70%) |
Physical | + 70%( 70%) |
Mind | + 65%( 70%) |
Darkness | + 68%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 76% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 95% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 1513 damage for 6 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 47% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1390 damage for 7 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1034% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1667 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Spell / Stone | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Crystalline Focus |
talent | Feather Wind |
talent | Arcane Combat |
talent | Shielding |
talent | Arcane Feed |
beneficial effect | The target is using talents without consuming resources. Highborn's Bloom |
beneficial effect | The target is surrounded by a magical shield, absorbing 3074/1773 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases defense by 26. Mobile Defense |
detrimental effect | All damage decreased by 10%. Dazzled |
detrimental effect | The target has been splashed with acid, taking 39.04 acid damage per turn, reducing armour by 57 and attack by 49. Acid Splash |
beneficial effect | Physical damage increased by 20%. Born into Magic |
beneficial effect | The target calls upon its inner resources, improving all damage by 31% and reducing all damage taken by 31%. Wrath of the Highborn |
beneficial effect | Increases global action speed by 40%. Speed |
beneficial effect | Increases the effectiveness of all healing the target receives by 52%. Empowered Healing |
beneficial effect | The target's spellpower has been increased by 24. Spellsurge |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Lisuma the large white snake. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Cyrera the spitting spider. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by Eletira the forest troll. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by Xanena the skeleton warrior. Escort: repented thief (level 2 of Dreadfell) | failed |
You failed to protect the repented thief from death by Silemina the icy orc wyrmic. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)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 Wrathroot. * 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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 Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +2 Str / +11 Dex / +4 Mag / +8 Wil / +4 Cun / +3 Con / +12 Lck Stealth bonus: +11 Physical save: +15 (+4 eff.) Silence immunity: +45% Confusion immunity: +38% Pinning immunity: +25% Stun/Freeze immunity: +50% Knockback immunity: +25% Teleport immunity: +100% Mana each turn: +0.40 Maximum mana: +51.00 Spell crit. chance: +5% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +5 Mag Changes resistances: +3% physical Blindness immunity: +33% Confusion immunity: +28% Stamina each turn: +1.00 Only die when reaching: -80.00 life Maximum life: +61.00 Spellpower: +12 (+2 eff.) Light radius: +12 See stealth: +22 See invisible: +18 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 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 | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+2 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Silence immunity: +50% 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. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% mind Changes resistances penetration: +10% arcane Critical mult.: +40.00% Mana each turn: +0.16 Maximum psi: +20.00 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 419 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +34 (+5 eff.) Changes resistances penetration: +10% arcane Changes damage: +8% all Physical save: +6 (+2 eff.) Life regen: +18.00 Maximum life: +89.00 Maximum vim: +20.00 Spellpower: +52 (+7 eff.) Spell crit. chance: +3% Mindpower: +32 (+8 eff.) Light radius: +3 Healing mod.: +20% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes resistances: +6% blight / +9% physical Changes resistances penetration: +15% blight Critical mult.: +20.69% Reduces incoming crit damage: 15.00% Only die when reaching: -82.75 life Maximum vim: +20.00 Spellpower: +37 (+5 eff.) Mindpower: +12 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +10 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +9 Mag / +9 Wil / +5 Con Critical mult.: +5.00% Mental save: +12 (+4 eff.) Maximum life: +128.00 Maximum mana: +61.00 Maximum stamina: +81.00 Maximum hate: +19.00 Maximum psi: +33.00 Maximum vim: +40.00 Maximum pos.energy: +32.00 Maximum neg.energy: +34.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Slows Projectiles: +25% Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn * flashes light on your target dealing 109 damage * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +8 cold When wielded/worn: Accuracy: +56 (+11 eff.) Defense: +21 (+3 eff.) Changes stats: +10 Str Changes resistances: +6% darkness Changes damage: +19% physical / +9% cold Critical mult.: +15.00% Spell save: +9 (+3 eff.) Disarm immunity: +70% Confusion immunity: +10% Healing mod.: +10% Massive two-handed battleaxes. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Talent granted: +5 Iron Grip Critical mult.: +50.00% Disarm immunity: +100% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +25 Str / +10 Dex / +25 Mag / +23 Wil / +10 Cun / +10 Con Changes resistances: +22% lightning / +28% cold / +20% physical / +15% all Changes resistances penetration: +10% cold Changes damage: +48% lightning / +64% physical / +53% cold Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +50.00 Spellpower: +15 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+0 eff.) Changes stats: +5 Wil / +10 Mag Changes resistances: +30% lightning / +30% cold Changes resistances penetration: +15% arcane Changes damage: +15% arcane / +6% blight Critical mult.: +36.00% Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +99.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Changes stats: +8 Dex / +8 Cun / +25 Con Changes resistances: +10% darkness / +10% cold / +25% nature / +4% all Changes damage: +20% lightning Damage affinity(heal): +20% lightning Reduces incoming crit damage: 23.00% Movement speed: +15% Chance to avoid any damage: +8% Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 21 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +15 Physical power: +9 (+1 eff.) Changes stats: +9 Mag / +3 Wil / +2 Cun Changes damage: +6% physical / +6% cold Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Combat speed: +10% Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 8 cold Changes stats: +9 Str / +9 Dex / +5 Cun / +7 Con Changes resistances: +5% arcane / +15% cold Changes damage: +11% blight / +13% fire / +15% arcane Critical mult.: +15.00% Life regen: +3.00 Stamina each turn: +1.20 Spellpower: +9 (+1 eff.) Movement speed: +10% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 65% Damage when hit (Melee): 6 lightning Changes stats: +6 Con Changes resistances: +15% mind Changes resistances penetration: +25% mind Changes damage: +9% lightning / +12% nature Reduces incoming crit damage: 10.00% Physical save: +32 (+8 eff.) Spell save: +6 (+2 eff.) Confusion immunity: +20% Life regen: +8.00 Maximum life: +154.00 Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Defense: +5 (+1 eff.) Changes resistances: +6% lightning / +6% temporal / +6% nature Changes damage: +9% blight / +9% fire Critical mult.: +36.00% Poison immunity: +20% Life regen: +2.00 Spellpower: +11 (+2 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +8 Changes stats: +4 Str / +4 Mag / +10 Wil / +2 Con Changes damage: +21% acid Critical mult.: +10.00% Reduces incoming crit damage: 15.30% Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Dex Changes resistances: +12% cold / +5% arcane / +27% temporal Changes damage: +12% blight / +15% fire / +6% arcane / +31% cold Critical mult.: +19.00% Pinning immunity: +50% Knockback immunity: +50% Spellpower: +13 (+2 eff.) Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 26/30. 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. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +35 (+5 eff.) Effects on melee hit: * 21% chance to reduce all saves and defense by 37 Changes stats: +8 Mag / +10 Wil Changes damage: +6% all Mental save: +3 (+1 eff.) Maximum hate: +6.00 Maximum psi: +10.00 Spellpower: +42 (+6 eff.) Mindpower: +37 (+9 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Changes damage: +27% arcane Critical mult.: +15.00% Spell save: +21 (+6 eff.) Silence immunity: +50% Mana each turn: +0.35 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +58.09 Light radius: +3 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Defense: +25 (+4 eff.) Changes resistances: +21% cold / +9% temporal Changes resistances penetration: +25% nature Disease immunity: +20% Disarm immunity: +43% Confusion immunity: +20% Pinning immunity: +35% Knockback immunity: +49% Maximum life: +151.00 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +16 Changes stats: +8 Str / +8 Dex / +6 Mag / +7 Wil / +8 Cun Changes resistances: +12% cold Changes resistances penetration: +10% cold Changes damage: +27% blight Spellpower: +14 (+2 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Master of Disasters You have set the ring to grant you Master of Disasters! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 174% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +35 lightning / +40 cold When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +17 Physical crit. chance: +21.0% Changes stats: +15 Str Changes resistances: +15% acid / +3% cold / +6% blight Changes resistances penetration: +31% lightning / +28% cold Changes damage: +21% physical Critical mult.: +45.00% Reduces incoming crit damage: 15.00% Disarm immunity: +21% Movement speed: +64% Massive two-handed mauls. |
![]() voratun greatmaul of corruption (176% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 176% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). Massive two-handed mauls. |
![]() mighty dragonbone longbow of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +18 (+3 eff.) Changes stats: +11 Str Longbows are used to shoot arrows at your foes. |
![]() Boraruidrablek the Sleetbraid Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +24 cold / +24 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +7.0% Ammo reloads per turn: +5 Changes resistances: +33% cold / +12% temporal Talent cooldown: Strafe (-2 turns) Reduces incoming crit damage: 20.40% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Cun / +3 Dex Changes resistances: +8% blight Mental crit. chance: +10% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +5 Physical power: +37 (+6 eff.) Armour: +6 Changes stats: +3 Con Spell save: +15 (+4 eff.) Stamina each turn: +3.13 Only die when reaching: -83.52 life Maximum stamina: +20.00 Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 24 power out of 28/28) : Effective talent level: 2.0 Power cost: 24 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 235.80 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 65% Changes stats: +5 Mag / +6 Wil Changes resistances: +15% all Changes resistances penetration: +10% acid Changes damage: +9% acid / +12% darkness / +6% nature / +16% all Silence immunity: +44% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +100.00 Spellpower: +62 (+9 eff.) Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+1 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 26 power out of 30/30) : Effective talent level: 5.2 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 280.67 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() Hailsin the drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 27% chance to reduce damage dealt by 30% Damage when hit (Melee): 14 darkness Changes stats: +8 Str Changes resistances: +24% cold Changes resistances penetration: +34% mind Changes damage: +21% light / +41% cold Light radius: +4 It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1885.9 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +7.0% Physical power: +10 (+1 eff.) Armour: +13 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +10 Dex Physical save: +15 (+4 eff.) Only die when reaching: -60.00 life Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Changes stats: +15 Dex Changes resistances: +9% lightning Changes resistances penetration: +20% physical Changes damage: +21% physical Reduces incoming crit damage: 19.62% Spell save: +18 (+5 eff.) Only die when reaching: -60.00 life Mindpower: +30 (+8 eff.) Healing mod.: +20% A hat made of leather. Very stylish. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +19 Fatigue: +5% Changes stats: +9 Dex Changes resistances: +21% lightning / +3% physical Changes damage: +24% physical Physical save: +15 (+4 eff.) Stamina each turn: +3.00 A hat made of leather. Very stylish. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Mana each turn: +1.20 Mana when hit: +1.30 Equilibrium when hit: +1.90 Psi when hit: +1.00 Hate when hit: +1.30 Maximum mana: +51.00 Spellpower: +7 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 23 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 0.00 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. |
![]() Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +8 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Str / +5 Mag Changes resistances penetration: +5% arcane Changes damage: +9% light Critical mult.: +13.00% Physical save: +13 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +11 (+3 eff.) Mana each turn: +0.12 Maximum life: +90.00 Maximum mana: +114.00 Maximum psi: +20.00 Spell crit. chance: +9% Mindpower: +5 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 68 power out of 150/150) : Effective talent level: 4.0 Power cost: 68 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 104.48 cold damage and 142.36 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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 172 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 1096.38 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +31 (+5 eff.) Changes stats: +12 Dex Changes resistances: +5% arcane Changes resistances penetration: +15% physical Changes damage: +9% physical It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 1085 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Armour: +6 Changes stats: +13 Str Changes damage: +21% mind Physical save: +9 (+2 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered 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 26 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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
By Nagai the Higher Arcane Blade level 38
48th Regrowth 123rd year of Ascendancy at 06:07 see stats
By Nagai the Higher Arcane Blade level 50
18th Haze 123rd year of Ascendancy at 20:41 see stats
By Nagai the Higher Arcane Blade level 37
46th Regrowth 123rd year of Ascendancy at 12:07 see stats
By Nagai the Higher Arcane Blade level 50
9th Haze 123rd year of Ascendancy at 22:17 see stats
By Nagai the Higher Arcane Blade level 50
12nd Haze 123rd year of Ascendancy at 13:18 see stats
By Nagai the Higher Arcane Blade level 49
21st Dusk 123rd year of Ascendancy at 17:47 see stats
By Nagai the Higher Arcane Blade level 41
80th Regrowth 123rd year of Ascendancy at 12:09 see stats
By Nagai the Higher Arcane Blade level 49
38th Dusk 123rd year of Ascendancy at 06:04 see stats
By Nagai the Higher Arcane Blade level 50
53rd Haze 123rd year of Ascendancy at 19:24 see stats
By Nagai the Higher Arcane Blade level 18
50th Dusk 122nd year of Ascendancy at 13:12 see stats
By Nagai the Higher Arcane Blade level 50
3rd Allure 124th year of Ascendancy at 01:15 see stats
By Nagai the Higher Arcane Blade level 50
50th Haze 123rd year of Ascendancy at 06:09 see stats
By Nagai the Higher Arcane Blade level 40
54th Regrowth 123rd year of Ascendancy at 15:33 see stats
By Nagai the Higher Arcane Blade level 34
36th Regrowth 123rd year of Ascendancy at 17:59 see stats
By Nagai the Higher Arcane Blade level 30
14th Regrowth 123rd year of Ascendancy at 15:08 see stats
By Nagai the Higher Arcane Blade level 50
44th Regrowth 124th year of Ascendancy at 21:12 see stats
By Nagai the Higher Arcane Blade level 23
33rd Haze 122nd year of Ascendancy at 20:19 see stats
By Nagai the Higher Arcane Blade level 31
17th Regrowth 123rd year of Ascendancy at 02:59 see stats
By Nagai the Higher Arcane Blade level 26
44th Haze 122nd year of Ascendancy at 17:01 see stats
By Nagai the Higher Arcane Blade level 50
5th Allure 124th year of Ascendancy at 06:38 see stats
By Nagai the Higher Arcane Blade level 50
50th Haze 123rd year of Ascendancy at 08:42 see stats
By Nagai the Higher Arcane Blade level 50
59th Haze 123rd year of Ascendancy at 13:40 see stats
By Nagai the Higher Arcane Blade level 46
2nd Summertide 123rd year of Ascendancy at 15:30 see stats
By Nagai the Higher Arcane Blade level 50
12nd Haze 123rd year of Ascendancy at 19:56 see stats
By Nagai the Higher Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 05:30 see stats
By Nagai the Higher Arcane Blade level 20
72nd Dusk 122nd year of Ascendancy at 22:33 see stats
By Nagai the Higher Arcane Blade level 30
8th Decay 122nd year of Ascendancy at 09:15 see stats
By Nagai the Higher Arcane Blade level 40
54th Regrowth 123rd year of Ascendancy at 15:09 see stats
By Nagai the Higher Arcane Blade level 50
40th Dusk 123rd year of Ascendancy at 12:41 see stats
By Nagai the Higher Arcane Blade level 50
47th Dusk 123rd year of Ascendancy at 20:24 see stats
By Nagai the Higher Arcane Blade level 50
2nd Allure 124th year of Ascendancy at 22:22 see stats
By Nagai the Higher Arcane Blade level 18
67th Dusk 122nd year of Ascendancy at 10:42 see stats
By Nagai the Higher Arcane Blade level 50
29th Haze 123rd year of Ascendancy at 17:30 see stats
By Nagai the Higher Arcane Blade level 48
20th Dusk 123rd year of Ascendancy at 16:51 see stats
By Nagai the Higher Arcane Blade level 36
42nd Regrowth 123rd year of Ascendancy at 23:21 see stats
By Nagai the Higher Arcane Blade level 40
76th Regrowth 123rd year of Ascendancy at 19:29 see stats
By Nagai the Higher Arcane Blade level 50
44th Regrowth 124th year of Ascendancy at 21:10 see stats
By Nagai the Higher Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 23:24 see stats
By Nagai the Higher Arcane Blade level 50
3rd Allure 124th year of Ascendancy at 08:16 see stats
By Nagai the Higher Arcane Blade level 29
7th Decay 122nd year of Ascendancy at 15:45 see stats
By Nagai the Higher Arcane Blade level 27
79th Haze 122nd year of Ascendancy at 09:04 see stats
By Nagai the Higher Arcane Blade level 50
44th Regrowth 124th year of Ascendancy at 21:12 see stats
By Nagai the Higher Arcane Blade level 50
6th Haze 123rd year of Ascendancy at 20:09 see stats
By Nagai the Higher Arcane Blade level 10
6th Mirth 122nd year of Ascendancy at 22:07 see stats
By Nagai the Higher Arcane Blade level 46
7th Flare 123rd year of Ascendancy at 19:08 see stats
By Nagai the Higher Arcane Blade level 43
28th Pyre 123rd year of Ascendancy at 05:54 see stats
By Nagai the Higher Arcane Blade level 24
36th Haze 122nd year of Ascendancy at 11:31 see stats
By Nagai the Higher Arcane Blade level 18
46th Dusk 122nd year of Ascendancy at 13:17 see stats
By Nagai the Higher Arcane Blade level 37
46th Regrowth 123rd year of Ascendancy at 00:35 see stats
Log
Nagai's tinker attains critical power!
High Sun Paladin Aeryn's spell attains critical power!
High Sun Paladin Aeryn is filled with the Sun's fury!
High Sun Paladin Aeryn loses sight!
Argoniel damages herself through Martyrdom!
Argoniel receives 4 healing from Life Tap.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 14 acid damage.
Nagai hits Argoniel for 295 physical, 250 physical, 17 arcane, 109 arcane, 8 arcane, 94 light (773 total damage).
High Sun Paladin Aeryn hits Argoniel for 0 fire, 0 light, 0 physical, 0 acid (0 total damage).
High Sun Paladin Aeryn receives 14 healing from Shield of Light.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Nagai's Earthen Missiles hits Argoniel for 891 physical, 148 physical (1039 total damage).
Nagai's Earthen Missiles hits Argoniel for 891 physical, 148 physical (1039 total damage).
Nagai's Earthen Missiles hits Argoniel for 891 physical damage.
Nagai's Earthen Missiles hits Argoniel for 891 physical, 148 physical (1039 total damage).
Nagai's Earthen Missiles hits Argoniel for 891 physical, 148 physical (1039 total damage).
High Sun Paladin Aeryn casts Bathe in Light.
Nagai's Earthen Missiles killed Argoniel!
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 95 healing from High Sun Paladin Aeryn's healing light area effect.
Nagai receives 115 healing from High Sun Paladin Aeryn's healing light area effect.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.