










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.4Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Normal Roguelike |
Sex | Male |
Race | Shalore |
Class | Anorithil |
Level / Exp | 50 / 1369% |
Size | big |
Lifes / Deaths | Killed by snow giant thunderer at level 19 on the 29th Haze 122nd year of Ascendancy at 02:39 / 2Killed by Grendy at level 50 on the 32nd Dusk 124th year of Ascendancy at 13:06 |
Primary Stats
Strength | 27 (base 14) |
Dexterity | 49 (base 33) |
Constitution | 74 (base 60) |
Magic | 139 (base 61) |
Willpower | 46 (base 7) |
Cunning | 109 (base 60) |
Resources
Mana | 504/624 |
Equilibrium | 10 |
Life | 1234/1234 |
Positive | 16/197 |
Paradox | 300 |
Negative | 74/197 |
Healing Factor | 1.565168050532 |
Regeneration | 26.999148871677 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +3.9968028886506E-12% |
Spell | +15.000000000009% |
Global | +100% |
Vision
Sight | 10 |
Lite | -1000 |
Infravision | 11 |
See Stealth | 15 |
See Invisible | 35 |
Offense: Mainhand
Damage | 65 |
Accuracy | 36 |
Crit Chance | 50% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 88 |
Crit Chance | 99% |
Speed | 0.86956521739124 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Acid | +38% |
Arcane | +8% |
Cold | +32% |
All | 0% |
Darkness | +60% |
Light | +29% |
Physical | +41% |
Mind | +15% |
Lightning | +25% |
Fire | +33% |
Nature | +20% |
Offense: Damage Penetration
Acid | +20% |
Arcane | +10% |
Cold | +25% |
All | 0% |
Physical | +17% |
Darkness | +17% |
Light | +20% |
Temporal | +17% |
Mind | +5% |
Lightning | +20% |
Fire | +25% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 49 (85.65183292883%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 49 |
Mental Save | 47 |
Defense: Resistances
Acid | + 62%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 54%( 70%) |
All | + 27%( 70%) |
Lightning | + 55%( 70%) |
Light | + 69%( 80%) |
Temporal | + 53%( 70%) |
Physical | + 40%( 70%) |
Darkness | + 55%( 70%) |
Fire | + 65%( 70%) |
Mind | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Poison Resistance | 0% |
Blind Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 24% |
Teleport Resistance | 20% |
Pinning Resistance | 40% |
Disarm Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 68% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -928 life. The duration and life will increase by 1% for every 1% life you have lost (currently 928 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1013% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 795 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Eclipse | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Grendy. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of faeros ash. * You've found the needed hummerhorn wing. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed naga tongue. * You've found the needed vial of greater demon bile. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed vial of squid ink. * You've found the needed ice ant stinger. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +6 Wil dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Mind.pwr +10 (+3 eff.) Res.pen +20% lightning +17% temporal +17% darkness Apr +10 ----- def ----- Armour +5 Resists +23% darkness +23% temporal Def/telep +10 Res/telep +16% Dur/telep +23% ---------- misc Psi/ret +0.16 Max.hate +8.00 Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown A pair of boots made of leather. |
Light source | ![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Tool | ![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% lightning +9% mind Res.pen +25% cold Melee Ret 2 cold ----- def ----- Resists +9% mind Heal yourself and all friendly characters within 10 spaces for 470 Puts all charms on 15 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun dps ---------- Mind.crit +3% Melee+ 19 physical Ranged+ 17 physical Dmg.mod +9% acid Res.pen +20% acid Melee Ret 6 blight On Hit (Melee): * 18% chance to reduce all saves and defense by 30 On Hit (Ranged): * 17% chance to reduce all saves and defense by 30 ----- def ----- Resists +6% blight Max.HP +116.00 HP.reg +17.00 Heal.mod +17% Disarm- +41% Pinning- +40% Stun/Frz- +60% Knockbk- +44% ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +10 Mag +4 Cun +5 Con dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% lightning +10% fire +10% cold ----- def ----- Resists +18% acid +16% fire +16% lightning +16% cold ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +3% acid +18% physical Res.pen +20% light +17% physical ----- def ----- Armour +4 Resists +10% acid +18% light +10% fire +9% cold +13% lightning Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Knockbk- +24% Teleport- +10% ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +18% Crit.mult +11.00% Spell.pwr +44 (+9 eff.) Dmg.mod +6% acid +6% mind +30% darkness Res.pen +5% mind On Hit (Melee): * 20% chance to reduce armor by 47% ---------- misc Mana/turn +0.62 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +9 Dex +15 Mag +15 Cun dps ---------- Phys.pwr +20 (+7 eff.) S.pwr/crit +2 Dmg.mod +8% arcane Res.pen +10% arcane Acc +10 (+3 eff.) Apr +15 ----- def ----- Armour +3 Resists +10% light +9% darkness Spell.save +9 (+3 eff.) ---------- misc Mana/turn +0.04 Vim/s.crit +2.37 Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.crit +10% Spell.pwr +29 (+6 eff.) S.pwr/crit +6 Dmg.mod +20% acid +23% physical +29% light +12% lightning +22% cold +23% fire +30% darkness Res.pen +25% fire ----- def ----- Resists +20% acid +17% physical +9% lightning +12% cold +17% fire +15% all Silence- +40% ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +10 Mag +16 Wil +6 Cun +4 Con dps ---------- Spell.crit +8% Mind.crit +7% ----- def ----- Defense +3 (+1 eff.) Resists +12% temporal +9% fire +6% arcane +6% darkness Die.at -20.00 life Cut- +24% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 917% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (87% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() 0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +7 Cun +8 Con dps ---------- Crit.mult +5.00% Mov.spd +10% Res.pen +15% arcane ----- def ----- Fatigue -8% Resists +21% lightning +21% fire +29% cold HP.reg +4.00 Stun/Frz- +38% ---------- misc Stam/turn +0.90 Psi/ret +0.16 Hate/m.crit +2.00 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +11 Dex +1 Wil +6 Cun dps ---------- Dmg.mod +16% darkness Acc +19 (+6 eff.) ----- def ----- Resists +32% darkness +9% light 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. Uses 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? |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +3.00 Stun/Frz- +29% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Cun +10 Dex dps ---------- Dmg.mod +6% temporal +17% fire Acc +27 (+9 eff.) Apr +15 ----- def ----- Defense +31 (+10 eff.) Resists +34% fire +3% nature +3% temporal Blind- +20% Disease- +20% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +33.00% Spell.pwr +24 (+5 eff.) Melee+ 30 fire Dmg.mod +30% lightning Res.pen +15% lightning ---------- misc See.Invis +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon Reqs Str 48 [Ego++] Master Power 163% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +13 Str +7 Dex dps ---------- Phys.spd +10% Dmg.mod +20% physical Acc +59 (+19 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Power 153% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +16 (+5 eff.) Apr +10 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 170% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +17 blight On Hit: 20% Epidemic 5 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 36 While equipped: ----- def ----- Disease- +17% Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Hate/kill +4.00 Psi/kill +4.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 127.65 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +10% Spell.pwr +19 (+4 eff.) ----- def ----- Resists +7% all Spell.save +17 (+6 eff.) ---------- misc Mana/turn +0.14 Max.mana +49.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +9% acid +13% physical +13% fire +8% cold ----- def ----- Resists +10% lightning +10% darkness +25% fire +13% all +13% acid +14% physical +10% blight +21% cold +8% light Phys.save +14 (+7 eff.) Spell.save +25 (+8 eff.) Mind.save +11 (+3 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +8 Str +2 Dex +5 Cun dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +24% lightning +25% darkness +20% all ----- def ----- Resists +48% lightning +49% darkness +11% cold +11% blight +12% fire +12% light +15% all Phys.save +18 (+9 eff.) Spell.save +40 (+13 eff.) Mind.save +20 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Master While equipped: Stats +6 Str +5 Con ----- def ----- Armour +18 Defense +5 (+2 eff.) Fatigue +3% Phys.save +11 (+6 eff.) Max.HP +94.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Disrupt/Master While equipped: Stats +5 Str +6 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +15% nature +15% blight D.Red.from +13% Unnatural Max.HP +79.00 A suit of armour made of mail. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +24% Summoned ----- def ----- Resists +7% blight D.Red.from +20% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +4 Str +5 Dex +5 Cun +6 Lck dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Defense +10 (+3 eff.) Resists +15% light Stealth +12 ---------- misc T.Disarm +17 Light +3 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Silence- +25% Confus- +31% Stun/Frz- +22% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +17% darkness +8% physical ----- def ----- Defense +3 (+1 eff.) Resists +5% lightning +6% temporal +5% light +5% fire +5% nature +6% acid +7% physical +7% blight +6% cold +16% darkness ---------- misc Max.hate +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +5% Mind.pwr +13 (+4 eff.) Dmg.mod +15% darkness +15% physical ----- def ----- Defense +3 (+1 eff.) Resists +15% darkness +18% physical ---------- misc Max.hate +14.00 A pointy cloth hat, very wizardly... |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 lite [Ego+] Arcane/Psionic While equipped: Stats +6 Mag dps ---------- Spell.pwr +16 (+3 eff.) ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Light +7 See.Stealth +13 See.Invis +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 907.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 483 mind damage and silencing them for 4 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Ego+] Nature Sting an enemy dealing 715 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
By Grendy the Shalore Anorithil level 33
69th Pyre 123rd year of Ascendancy at 23:17 see stats
By Grendy the Shalore Anorithil level 46
70th Regrowth 124th year of Ascendancy at 10:13 see stats
By Grendy the Shalore Anorithil level 36
1st Summertide 123rd year of Ascendancy at 21:21 see stats
By Grendy the Shalore Anorithil level 36
1st Time of Equilibrium 123rd year of Ascendancy at 13:22 see stats
By Grendy the Shalore Anorithil level 43
5th Allure 124th year of Ascendancy at 06:53 see stats
By Grendy the Shalore Anorithil level 7
10th Mirth 122nd year of Ascendancy at 15:12 see stats
By Grendy the Shalore Anorithil level 34
79th Pyre 123rd year of Ascendancy at 17:50 see stats
By Grendy the Shalore Anorithil level 18
25th Haze 122nd year of Ascendancy at 21:31 see stats
By Grendy the Shalore Anorithil level 30
32nd Pyre 123rd year of Ascendancy at 03:54 see stats
By Grendy the Shalore Anorithil level 50
46th Pyre 124th year of Ascendancy at 16:42 see stats
By Grendy the Shalore Anorithil level 50
6th Flare 124th year of Ascendancy at 04:26 see stats
By Grendy the Shalore Anorithil level 23
25th Regrowth 123rd year of Ascendancy at 02:20 see stats
By Grendy the Shalore Anorithil level 10
9th Flare 122nd year of Ascendancy at 05:00 see stats
By Grendy the Shalore Anorithil level 20
37th Haze 122nd year of Ascendancy at 05:39 see stats
By Grendy the Shalore Anorithil level 30
9th Pyre 123rd year of Ascendancy at 13:39 see stats
By Grendy the Shalore Anorithil level 40
43rd Haze 123rd year of Ascendancy at 10:16 see stats
By Grendy the Shalore Anorithil level 50
46th Pyre 124th year of Ascendancy at 08:38 see stats
By Grendy the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 19:06 see stats
By Grendy the Shalore Anorithil level 50
3rd Summertide 124th year of Ascendancy at 13:29 see stats
By Grendy the Shalore Anorithil level 22
10th Regrowth 123rd year of Ascendancy at 11:29 see stats
By Grendy the Shalore Anorithil level 30
10th Pyre 123rd year of Ascendancy at 09:36 see stats
By Grendy the Shalore Anorithil level 50
32nd Dusk 124th year of Ascendancy at 13:06 see stats
By Grendy the Shalore Anorithil level 41
76th Haze 123rd year of Ascendancy at 01:26 see stats
By Grendy the Shalore Anorithil level 45
51st Regrowth 124th year of Ascendancy at 16:25 see stats
By Grendy the Shalore Anorithil level 27
63rd Regrowth 123rd year of Ascendancy at 03:17 see stats
By Grendy the Shalore Anorithil level 35
79th Pyre 123rd year of Ascendancy at 21:42 see stats
By Grendy the Shalore Anorithil level 50
32nd Dusk 124th year of Ascendancy at 13:05 see stats
By Grendy the Shalore Anorithil level 50
5th Flare 124th year of Ascendancy at 11:54 see stats
By Grendy the Shalore Anorithil level 7
4th Flare 122nd year of Ascendancy at 06:53 see stats
By Grendy the Shalore Anorithil level 50
2nd Summertide 124th year of Ascendancy at 13:11 see stats
By Grendy the Shalore Anorithil level 11
5th Dusk 122nd year of Ascendancy at 02:36 see stats
By Grendy the Shalore Anorithil level 39
27th Haze 123rd year of Ascendancy at 20:43 see stats
By Grendy the Shalore Anorithil level 29
8th Pyre 123rd year of Ascendancy at 04:06 see stats
By Grendy the Shalore Anorithil level 17
75th Dusk 122nd year of Ascendancy at 21:45 see stats
By Grendy the Shalore Anorithil level 19
29th Haze 122nd year of Ascendancy at 02:39 see stats
By Grendy the Shalore Anorithil level 32
67th Pyre 123rd year of Ascendancy at 01:51 see stats
Log
Grendy's spell attains critical power!
Grendy's Corona hits Dread for 99 light damage.
Grendy's Corona hits Dread for 48 darkness, 485 lightning (533 total damage).
Grendy's Corona killed Dread!
Grendy's Corona hits Dread for 48 darkness damage.
Grendy's Corona hits Argoniel for 76 darkness damage.
Talent Healing Light is ready to use.
Grendy's Corona killed Dread!
Grendy's Corona hits Dread for 101 light damage.
Argoniel is confused and fails to use Epidemic.
Grendy's light area effect hits Argoniel for 170 light damage.
Grendy's Corona hits Dread for 48 darkness damage.
Grendy casts Moonlight Ray.
Grendy's spell attains critical power!
Grendy casts Eye Beam.
Grendy's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Roguelike)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Grendy hits Argoniel for 531 darkness, 356 lightning (887 total damage).
The shield around Grendy crumbles.
Talent Firebeam is ready to use.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Roguelike)!
Option unlocked: New Class: Adventurer
Saving game...
Saving done.