











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 50 / 1305% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 40 (base 13) |
Dexterity | 81 (base 60) |
Constitution | 63 (base 37) |
Magic | 16 (base 10) |
Willpower | 114 (base 60) |
Cunning | 129 (base 61) |
Resources
Life | 1441/1441 |
Psi | 194/194 |
Stamina | 539/539 |
Equilibrium | 30 |
Healing Factor | 1.3446192134509 |
Regeneration | 21.272405817474 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.64892493468% |
Spell | 0% |
Global | +96.353718395664% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 7 |
See Stealth | 75.432263591505 |
See Invisible | 75.432263591505 |
Offense: Mainhand
Damage | 227 |
Accuracy | 72 |
Crit Chance | 96% |
APR | 32 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 14.25 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 91 |
Crit Chance | 68% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Mind | +18% |
Nature | +31% |
Darkness | +6% |
Physical | +62% |
Cold | +26% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Lightning | +20% |
Nature | +45% |
Physical | +35% |
Acid | +31% |
All | 0% |
Defense: Base
Armour (hardiness) | 54.398444118722 (96.594725525382%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 3.1655693023852 |
Physical Save | 60 |
Spell Save | 67 |
Mental Save | 80 |
Defense: Resistances
Acid | + 50%( 70%) |
Blight | + 63%( 70%) |
Arcane | + 53%( 70%) |
Cold | + 69%( 70%) |
All | + 28%( 70%) |
Physical | + 38%( 70%) |
Lightning | + 49%( 70%) |
Light | + 60%( 70%) |
Temporal | + 43%( 70%) |
Mind | + 33%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 48%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 87% |
Instadeath Resistance | 100% |
Pinning Resistance | 30% |
Poison Resistance | 14% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 302 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 42% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 760% 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 Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 629 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Called Shots | 1.50 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Wild-gift / Antimagic | 1.10 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Insidious Poison |
talent | Pace Yourself |
talent | Counter Shot |
talent | Trained Reactions |
talent | Skate |
talent | Apply Poison |
talent | Leeching Poison |
talent | Antimagic Shield |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 | 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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | 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 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Cunning by +5. | 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 Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by orc grand master assassin. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved talent Spit Poison (+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. | 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. | active |
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. | 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. You have been shown a secret entrance to his stronghold. * 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 Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +12% physical +12% cold Res.pen +20% lightning Acc +20 (+5 eff.) Apr +6 ----- def ----- Armour +5 Defense +15 (+3 eff.) Fatigue +4% Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +14 (+3 eff.) Die.at -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Master Power 186% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +12 Crit +27.0% Capacity 18 Proj.spd +200% On Crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Phys.crit +9.0% Dmg.mod +12% acid Res.pen +31% acid +20% physical Melee Ret 12 fire ----- def ----- Defense +30 (+6 eff.) Phys.save +42 (+11 eff.) Spell.save +18 (+5 eff.) Mind.save +20 (+4 eff.) ---------- misc Max.stam +36.93 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Psionic While equipped: Stats +27 Cun +18 Wil dps ---------- Mind.crit +15% Dmg.mod +6% nature Res.pen +20% nature ----- def ----- Defense +3 (+1 eff.) Resists +12% light +6% nature Mind.save +65 (+13 eff.) Hateful Whisper: Puts all charms on 11 cooldown Level 5.5 Pwr.cost 11 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 422 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 191.00 arcane damage and stunned). Uses 68 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 76% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 34 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +29% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +14% cold +6% darkness +18% mind Res.pen +15% darkness ----- def ----- Resists +8% blight +28% cold +9% nature +3% darkness HP.reg +3.00 Poison- +14% Disease- +12% Stun/Frz- +58% Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +9 Con dps ---------- Phys.crit +2.0% Dmg.mod +15% physical ----- def ----- Resists +3% physical +12% light +6% mind Die.at -60.00 life ---------- misc Max.stam +30.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 5.5 Pwr.cost 11 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +5 Dex +5 Wil +3 Cun dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) ----- def ----- Phys.save +17 (+4 eff.) Spell.save +16 (+4 eff.) Mind.save +18 (+4 eff.) A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Master When used to Attack: Power 183% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +287 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Con dps ---------- Phys.crit +17.0% Phys.pwr +14 (+3 eff.) ----- def ----- Armour +17 Fatigue +8% Phys.save +11 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +23.00% Acc +11 (+3 eff.) Apr +14 ----- def ----- Defense +3 (+1 eff.) Resists +10% acid +8% fire +9% lightning +8% cold Stealth +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +10% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 678% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 41% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Dex ----- def ----- Resists +15% mind Confus- +22% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.60 Masteries +0.34 Cunning/Called Shots +0.34 Cunning/Survival Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 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 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Draconic Will You have set the ring to grant you Draconic Will! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +33.00 Disarm- +20% Pinning- +22% Knockbk- +28% Rings make your fingers look great! |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 20% Con, 115% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 14 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 21 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 4.0 T5 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +26 acid +27 nature While equipped: dps ---------- Res.pen +14% acid +12% nature +11% all Acc +16 (+4 eff.) Apr +24 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +7 Con +6 Wil dps ---------- Dmg.mod +12% physical ----- def ----- Max.HP +10.00 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +6 Dex dps ---------- Phys.crit +9.0% Acc +10 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +13 lightning +16 cold While equipped: dps ---------- Phys.crit +10.0% Mov.spd +29% Res.pen +17% lightning +20% cold Acc +15 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+3 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 136 power out of 115/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 2.5 T5 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Power 144% Range: 1.2x Uses 100% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+2 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] 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 +32% Crit.mult +19.00% Spell.pwr +15 (+1 eff.) Dmg.mod +30% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego] Arcane/Master Power 165% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Nature/Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 nature While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +25 (+6 eff.) One-handed war axes. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +5 Str +2 Dex +4 Wil dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +6% nature Res.pen +15% physical On Hit (Melee): * 20% chance to slow global speed by 76% ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+3 eff.) Die.at -60.00 life ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Str +7 Dex +6 Wil dps ---------- Crit.mult +23.45% Melee Ret 6 physical ----- def ----- Armour +14 Defense +18 (+4 eff.) Resists +9% blight Phys.save +15 (+4 eff.) ---------- misc Stam/turn +3.00 Light +3 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Master/Psionic While equipped: Stats +2 Str +2 Dex +3 Wil +3 Cun +2 Con dps ---------- Mind.crit +5% ----- def ----- Spell.save +5 (+1 eff.) ---------- misc Stam/turn +0.50 Masteries +0.30 Technique/Combat training A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +20.00% ----- def ----- Defense +23 (+5 eff.) Resists +9% nature +18% cold Spell.save +6 (+2 eff.) Max.HP +56.00 Stun/Frz- +20% ---------- misc Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Crit.mult +14.00% Acc +15 (+4 eff.) Apr +14 ----- def ----- Defense +2 (+1 eff.) Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Master While equipped: dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Defense +3 (+1 eff.) Resists +24% darkness Stealth +25 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Ego] Psionic While equipped: Stats +8 Mag +8 Wil ----- def ----- Resists +15% all ---------- misc Mana/turn +0.31 Psi/turn +0.30 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Master/Psionic While equipped: Stats +8 Mag +7 Wil ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +15% all Phys.save +30 (+8 eff.) ---------- misc Mana/turn +0.40 Psi/turn +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +10 Dex ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +4% ---------- misc Stam/turn +1.10 Max.stam +29.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +12 Dex ----- def ----- Armour +5 Defense +21 (+5 eff.) Fatigue +4% ---------- misc Stam/turn +1.10 Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Cun dps ---------- Spell.crit +2% Crit.mult +10.00% Dmg.mod +9% blight Acc +12 (+3 eff.) On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +10 (+2 eff.) Fatigue +5% Resists +22% cold ---------- misc Mana/turn +0.24 Max.mana +60.00 Infravis +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +9 Dex dps ---------- Dmg.mod +27% darkness +15% fire Res.pen +29% arcane Melee Ret 12 mind On Hit (Melee): * 23% chance to reduce all saves and defense by 47 ----- def ----- Armour +5 Fatigue +5% Resists +15% darkness +12% mind A cap made of leather. |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +5 (+0 eff.) ----- def ----- Defense +3 (+1 eff.) Shield.pwr +14% HP.reg +4.70 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +6 (+0 eff.) ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 164% Range: 1.2x Uses 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 80.80 to 101.00 light damage (based on Willpower and Cunning). Uses 9 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 180% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +206 While equipped: dps ---------- Melee+ 21 lightning Melee Ret 13 lightning ----- def ----- Armour +10 Fatigue +8% Resists +12% acid +12% fire +12% lightning +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 68 power out of 100/100 The very essence of bearness! |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Ego+] Nature While equipped: Stats +3 Str ----- def ----- Phys.save +9 (+2 eff.) Spell.save +13 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +69.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str +4 Dex dps ---------- Phys.pwr +9 (+2 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) Blind- +26% Confus- +19% ---------- misc Light +9 See.Stealth +14 See.Invis +8 Track: Puts all charms on 28 cooldown Level 5.9 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [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 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 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 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 137 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo [Ego++] Disrupt/Master Power 153% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 18 Against +17% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego++] Disrupt/Master Power 161% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +16.5% Capacity 23 Against +15% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Master Power 178% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +18.0% Capacity 20 On Crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Nature/Master Power 181% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +15.0% Capacity 23 Ranged+ +12 nature On Crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Nature/Master Power 166% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Capacity 23 Ranged+ +19 fire On Crit.r2 +8 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Rare] Master Power 166% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +25 Apr +15 Crit +7.0% Capacity 20 Proj.spd +200% On Hit: * 20% chance to reduce armor by 18% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +7% Crit.mult +20.00% Dmg.mod +21% darkness Phasing +30% ----- def ----- Spell.save +9 (+2 eff.) Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 599 physical damage Puts all charms on 11 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 696 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: 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. |
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 Usrel the Halfling Skirmisher level 32
30th Dusk 123rd year of Ascendancy at 10:32 see stats
By Usrel the Halfling Skirmisher level 47
1st Haze 124th year of Ascendancy at 01:39 see stats
By Usrel the Halfling Skirmisher level 31
28th Dusk 123rd year of Ascendancy at 15:12 see stats
By Usrel the Halfling Skirmisher level 19
5th Allure 123rd year of Ascendancy at 05:27 see stats
By Usrel the Halfling Skirmisher level 37
25th Haze 123rd year of Ascendancy at 17:36 see stats
By Usrel the Halfling Skirmisher level 35
19th Haze 123rd year of Ascendancy at 07:34 see stats
By Usrel the Halfling Skirmisher level 43
7th Flare 124th year of Ascendancy at 14:54 see stats
By Usrel the Halfling Skirmisher level 34
75th Dusk 123rd year of Ascendancy at 00:01 see stats
By Usrel the Halfling Skirmisher level 28
10th Flare 123rd year of Ascendancy at 16:21 see stats
By Usrel the Halfling Skirmisher level 43
25th Dusk 124th year of Ascendancy at 20:03 see stats
By Usrel the Halfling Skirmisher level 15
27th Dusk 122nd year of Ascendancy at 14:45 see stats
By Usrel the Halfling Skirmisher level 33
65th Dusk 123rd year of Ascendancy at 10:11 see stats
By Usrel the Halfling Skirmisher level 37
25th Haze 123rd year of Ascendancy at 16:41 see stats
By Usrel the Halfling Skirmisher level 50
55th Haze 124th year of Ascendancy at 08:36 see stats
By Usrel the Halfling Skirmisher level 19
1st Allure 123rd year of Ascendancy at 13:42 see stats
By Usrel the Halfling Skirmisher level 24
37th Pyre 123rd year of Ascendancy at 06:28 see stats
By Usrel the Halfling Skirmisher level 50
51st Haze 124th year of Ascendancy at 16:59 see stats
By Usrel the Halfling Skirmisher level 24
18th Pyre 123rd year of Ascendancy at 03:00 see stats
By Usrel the Halfling Skirmisher level 10
9th Mirth 122nd year of Ascendancy at 12:48 see stats
By Usrel the Halfling Skirmisher level 20
10th Allure 123rd year of Ascendancy at 01:44 see stats
By Usrel the Halfling Skirmisher level 30
26th Dusk 123rd year of Ascendancy at 23:26 see stats
By Usrel the Halfling Skirmisher level 40
60th Regrowth 124th year of Ascendancy at 21:25 see stats
By Usrel the Halfling Skirmisher level 50
30th Haze 124th year of Ascendancy at 14:46 see stats
By Usrel the Halfling Skirmisher level 50
31st Haze 124th year of Ascendancy at 15:33 see stats
By Usrel the Halfling Skirmisher level 50
51st Haze 124th year of Ascendancy at 16:59 see stats
By Usrel the Halfling Skirmisher level 21
27th Regrowth 123rd year of Ascendancy at 09:05 see stats
By Usrel the Halfling Skirmisher level 50
41st Haze 124th year of Ascendancy at 21:11 see stats
By Usrel the Halfling Skirmisher level 29
24th Dusk 123rd year of Ascendancy at 18:05 see stats
By Usrel the Halfling Skirmisher level 25
40th Pyre 123rd year of Ascendancy at 20:20 see stats
By Usrel the Halfling Skirmisher level 33
65th Dusk 123rd year of Ascendancy at 20:12 see stats
By Usrel the Halfling Skirmisher level 50
55th Haze 124th year of Ascendancy at 08:35 see stats
By Usrel the Halfling Skirmisher level 45
55th Dusk 124th year of Ascendancy at 01:10 see stats
By Usrel the Halfling Skirmisher level 41
74th Regrowth 124th year of Ascendancy at 14:44 see stats
By Usrel the Halfling Skirmisher level 50
55th Haze 124th year of Ascendancy at 08:36 see stats
By Usrel the Halfling Skirmisher level 35
24th Haze 123rd year of Ascendancy at 06:19 see stats
By Usrel the Halfling Skirmisher level 37
11st Regrowth 124th year of Ascendancy at 14:55 see stats
By Usrel the Halfling Skirmisher level 24
27th Pyre 123rd year of Ascendancy at 23:36 see stats
By Usrel the Halfling Skirmisher level 16
1st Decay 122nd year of Ascendancy at 05:20 see stats
By Usrel the Halfling Skirmisher level 30
28th Dusk 123rd year of Ascendancy at 01:04 see stats
By Usrel the Halfling Skirmisher level 25
45th Pyre 123rd year of Ascendancy at 17:34 see stats
Log
Usrel picks up (H.): voratun helm (0 def, 5 armour).
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 524 healing.
Usrel picks up (A.): focusing elven-silk robe (0 def, 0 armour).
Usrel picks up (b.): wild infusion (res 24%; magical, physical; dur 3; cd 15).
High Sun Paladin Aeryn uses Infusion: Healing.
High Sun Paladin Aeryn receives 207 healing from Infusion: Healing.
Usrel picks up (w.): Girdle of Preservation.
Lore found: Girdle of Preservation
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 8 turns (stop reason: dialog is displayed).
Ran for 6 turns (stop reason: interesting terrain).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Today is the 56th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:20.
Today is the 57th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 58th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:55.
Saving done.
Saving game...
Saving done.