








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Archmage |
Level / Exp | 50 / 2839% |
Size | small |
Lifes / Deaths | Killed by Xymith the orc master assassin at level 36 on the 2nd Allure 123rd year of Ascendancy at 21:38 / 2Killed by Ketchup at level 50 on the 30th Haze 123rd year of Ascendancy at 08:49 |
Primary Stats
Strength | 21 (base 12) |
Dexterity | 32 (base 11) |
Constitution | 59 (base 33) |
Magic | 112 (base 60) |
Willpower | 112 (base 63) |
Cunning | 110 (base 60) |
Resources
Life | 531/638 |
Mana | 182/1373 |
Healing Factor | 1.3751133323992 |
Regeneration | 15.332513656251 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +14.999999999998% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Invisible | 29 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 47 |
Accuracy | 42 |
Crit Chance | 44% |
APR | 56 |
Speed | 1.00 |
Offense: Spell
Spellpower | 85 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Acid | +56% |
Blight | +31% |
Arcane | +28% |
Cold | +27% |
All | +15% |
Darkness | +25% |
Light | +24% |
Temporal | +36% |
Lightning | +145% |
Fire | +146% |
Nature | +36% |
Offense: Damage Penetration
Acid | +10% |
Blight | +5% |
Arcane | +26% |
Mind | +25% |
All | 0% |
Lightning | +35% |
Light | +20% |
Fire | +20% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 24 (48.65183292883%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 53 |
Mental Save | 60 |
Defense: Resistances
Blight | + 28%( 70%) |
Physical | + 28%( 70%) |
Cold | + 30%( 70%) |
All | + 23%( 70%) |
Lightning | + 56%( 70%) |
Light | + 35%( 70%) |
Temporal | + 32%( 70%) |
Mind | + 30%( 70%) |
Fire | + 28%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 83% |
Confusion Resistance | 100% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 8 times. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 59 up to 7 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 179 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 877 damage for 6 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Spell / Air | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | The time distortion has created a restoration field, healing the target for 95 each turn. Temporal Restoration Field |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | 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 failed to protect the injured seer from death by Ketchup. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Ketchup. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Ce'Nylaith the treant. Escort: lost tinker (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by Nerytha the master vampire. Escort: repented thief (level 7 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Bethara the rattlesnake. Escort: temporal explorer (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the worried loremaster from death by skeleton warrior. Escort: worried loremaster (level 3 of Dreadfell) | failed |
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 been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed honey tree root. * You've found the needed orc heart. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed green worm. * You've found the needed skeleton mage skull. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed xorn fragment. * You've found the needed vial of fire wyrm saliva. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +9 Mag / +9 Wil Changes resistances penetration: +26% arcane / +5% blight Changes damage: +3% fire Critical mult.: +15.00% Silence immunity: +42% Confusion immunity: +50% Stun/Freeze immunity: +46% Mana each turn: +0.37 Maximum mana: +60.00 Spell crit. chance: +5% Lowers spell cool-downs by: 10% Damage Shield penetration: +30% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% cold / +10% light / +9% mind Changes resistances penetration: +25% lightning / +25% mind Changes damage: +10% darkness / +21% lightning Damage affinity(heal): +5% darkness Light radius: +4 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 278.18 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes damage: +11% acid / +34% fire / +13% arcane / +12% cold / +21% nature / +13% lightning Life regen: +4.90 Mana each turn: +0.38 Spellpower: +4 (+0 eff.) Spell crit. chance: +6% Damage Shield Power: +12% A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Mag Spell save: +6 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +30.00 Maximum mana: +111.00 Maximum stamina: +29.00 Maximum vim: +30.00 Spell crit. chance: +10% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +10 Wil Changes resistances: +3% blight / +6% temporal Mental save: +23 (+5 eff.) Silence immunity: +50% Stun/Freeze immunity: +37% Teleport immunity: +10% Life regen: +6.00 Mana each turn: +0.40 Healing mod.: +5% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +2.0% Defense: +18 (+6 eff.) Changes stats: +16 Dex / +3 Mag / +8 Wil / +32 Cun Changes resistances: +3% blight Changes damage: +20% lightning Damage affinity(heal): +20% lightning Spellpower: +15 (+3 eff.) Spell crit. chance: +3% Mindpower: +13 (+4 eff.) Movement speed: +15% Chance to avoid any damage: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +8 Wil / +11 Mag Changes resistances: +6% lightning Changes resistances penetration: +5% lightning / +20% fire / +10% light Changes damage: +21% lightning Mental save: +15 (+3 eff.) Maximum life: +115.00 Maximum mana: +80.00 Maximum stamina: +49.00 Maximum hate: +17.00 Maximum psi: +40.00 Maximum vim: +32.00 Maximum pos.energy: +38.00 Maximum neg.energy: +32.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% Light radius: +2 Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 46% Damage (Melee): 35 fire Changes stats: +8 Mag / +8 Cun / +9 Con Changes resistances penetration: +10% nature / +10% acid Changes damage: +30% acid / +30% lightning / +3% blight Talent granted: +1 Command Staff Critical mult.: +80.00% N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +47.00 Maximum neg.energy: +35.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +20% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Armour: +19 Armour Hardiness: +13% Changes stats: +9 Con Changes resistances: +7% physical Critical mult.: +9.00% Spell crit. chance: +12% Mental crit. chance: +9% When used to modify unarmed attacks: Base power: 34.0 - 37.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +11.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +37% lightning / +9% nature / +15% all Changes damage: +25% lightning / +21% temporal / +15% all Mana each turn: +0.34 Maximum mana: +96.00 Spellpower: +44 (+8 eff.) Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +11 Defense: +3 (+1 eff.) Damage when hit (Melee): 6 lightning Changes stats: +1 Dex / +12 Mag / +8 Wil Changes resistances penetration: +5% lightning Critical mult.: +40.00% Stealth bonus: +13 Spell save: +12 (+4 eff.) Equilibrium when hit: +0.04 Maximum mana: +73.00 Mental crit. chance: +4% See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +32 Changes resistances: +6% fire / +6% light / +6% temporal Changes resistances penetration: +10% light Changes damage: +13% blight / +12% fire / +9% light Critical mult.: +49.00% Spell save: +3 (+1 eff.) Spellpower: +15 (+3 eff.) Light radius: +1 Amulets make your neck look great! |
Inventory
![]() heroism infusion (die at -595; dur 10; cd 28) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 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 10 turns. While Heroism is active, you will only die when reaching -595 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 695 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() shatter afflictions rune (absorb 85; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 85 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 459 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+9 eff.) Defense: +20 (+7 eff.) Changes stats: +8 Mag / +7 Wil / +13 Cun Changes resistances: +6% acid / +6% nature Changes damage: +6% light / +7% all Spell save: +6 (+2 eff.) Spellpower: +29 (+5 eff.) Mindpower: +18 (+5 eff.) Light radius: +3 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 46% Changes stats: +5 Cun / +7 Dex Changes resistances: +22% lightning / +3% light Changes damage: +11% lightning / +6% acid Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 lightning Changes resistances: +9% lightning / +40% darkness / +18% light Changes resistances penetration: +25% light / +25% lightning Changes damage: +20% darkness / +9% mind Light radius: +3 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Defense: +15 (+5 eff.) Changes resistances: +24% cold Changes resistances penetration: +10% cold Changes damage: +24% cold Physical save: +9 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +10 (+2 eff.) Life regen: +11.00 Maximum life: +62.00 Healing mod.: +13% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +15% lightning Changes resistances penetration: +26% lightning Changes damage: +21% lightning / +12% mind Critical mult.: +20.88% Mental save: +15 (+3 eff.) Confusion immunity: +49% Equilibrium when hit: +0.20 Mindpower: +25 (+7 eff.) Rings make your fingers look great! |
![]() voratun ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +15 (+5 eff.) Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
![]() hateful voratun battleaxe of crippling (58-86 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +28 darkness Damage against: +28% Living When wielded/worn: Physical crit. chance: +21.0% Massive two-handed battleaxes. |
![]() arcing voratun dagger of massacre (48-63 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 132 damage Sharp, short and deadly. |
![]() thought-forged steel dagger of the mystic (12-16 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 36 Damage (Melee): +13 mind When wielded/worn: Changes stats: +5 Mag / +8 Wil / +4 Cun Spellpower: +9 (+1 eff.) Sharp, short and deadly. |
![]() warbringer's stralite dagger (27-35 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+6 eff.) Changes stats: +5 Con Changes resistances penetration: +13% physical Disarm immunity: +30% Sharp, short and deadly. |
![]() Hurazilahir (64-103 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 67 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +27 darkness / +20 mind Damage against: +27% Living When wielded/worn: Accuracy: +35 (+12 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Physical power: +21 (+11 eff.) Changes stats: +3 Wil Changes resistances: +3% blight Changes resistances penetration: +25% mind / +20% all Critical mult.: +15.00% Mindpower: +15 (+4 eff.) Massive two-handed swords. |
![]() chilling dwarven-steel greatsword of massacre (49-78 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +24 cold Massive two-handed swords. |
![]() elemental voratun greatsword of torment (60-96 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 132 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +42% cold Changes damage: +35% cold Massive two-handed swords. |
![]() dragonbone longbow of piercing Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +38 (+13 eff.) Armour penetration: +23 Changes resistances penetration: +23% all Longbows are used to shoot arrows at your foes. |
![]() Shinelace the voratun mace (44-62 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 33% chance to reduce all saves and defense by 36 Damage (Melee): +24 mind When wielded/worn: Changes stats: +7 Cun / +7 Wil Changes resistances: +7% arcane / +15% fire / +27% light / +20% mind Changes resistances penetration: +25% mind Changes damage: +12% fire / +21% arcane / +15% light Light radius: +4 Blunt and deadly. |
![]() honing living mindstar of flames (15-16 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 fire Changes stats: +2 Cun / +4 Wil Changes resistances: +20% fire / +7% physical Changes resistances penetration: +18% fire / +8% physical Changes damage: +19% fire / +10% physical Talent granted: +1 Attune Mindstar Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Global speed: +10% 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. |
![]() living mindstar 'Ulferain' (16-17 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +24 physical Damage (radius 1) on hit: +16 mind Damage (radius 2) on crit: +27 arcane When wielded/worn: Damage when hit (Melee): 10 physical Changes resistances: +9% mind Changes resistances penetration: +10% mind / +30% arcane Changes damage: +34% mind Talent granted: +1 Attune Mindstar Psi when hit: +2.10 Mindpower: +40 (+10 eff.) Mental crit. chance: +11% Damage Resonance (when hit): +25% 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. |
![]() Splendourobeisance Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +27 light Damage (radius 1) on hit: +24 fire Damage (radius 2) on crit: +24 light When wielded/worn: Ammo reloads per turn: +5 Changes stats: +7 Mag / +11 Wil / +4 Cun Changes resistances penetration: +10% temporal / +30% light / +15% physical Changes damage: +10% temporal / +30% light / +15% physical Talent mastery: +0.20 Chronomancy / Bow Threading See invisible: +18 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 lightning Changes damage: +37% lightning / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +25% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Armour Hardiness: +7% Effects on melee hit: * 26% chance to slow global speed by 64% * 10% chance to reduce damage dealt by 29% Damage (Melee): 35 fire Changes resistances penetration: +5% acid / +5% darkness / +20% nature Changes damage: +3% acid / +30% physical / +15% darkness / +12% nature Talent granted: +1 Command Staff Critical mult.: +40.00% Physical save: +10 (+5 eff.) Spellpower: +23 (+4 eff.) Spell crit. chance: +5% See invisible: +10 Talent on hit(spell): Drain (10% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elm starstaff of channeling (10-12 power, 2 apr, light element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes damage: +10% light Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.20 Spellpower: +18 (+3 eff.) Spell crit. chance: +1% See invisible: +7 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Chozilatir the Flashsever (54-76 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 54.0 - 75.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +27 blight When wielded/worn: Defense: +25 (+8 eff.) Changes stats: +8 Mag Changes resistances: +12% temporal Reduces incoming crit damage: 20.40% Confusion immunity: +27% Only die when reaching: -80.00 life Spellpower: +25 (+5 eff.) Spell crit. chance: +4% Light radius: +4 Healing mod.: +27% One-handed war axes. |
![]() truestriking voratun waraxe of paradox (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 temporal When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +15 Changes resistances: +19% temporal Changes resistances penetration: +14% physical One-handed war axes. |
![]() Swamphunt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+6 eff.) Effects on melee hit: * 27% chance to slow global speed by 64% Damage when hit (Melee): 14 mind / 8 acid Changes stats: +4 Wil Changes resistances penetration: +34% nature Changes damage: +21% nature / +18% acid Critical mult.: +20.00% Spell save: +13 (+4 eff.) Hate when firing a critical mind attack: +6.80 Mental crit. chance: +10% Size category: +1 A belt that goes around your waist. |
![]() marshal's elven-silk cloak of mindcraft (3 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Wil / +6 Cun / +6 Con Physical save: +15 (+7 eff.) Maximum life: +110.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() verdant elven-silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +15% all Changes damage: +12% nature Poison immunity: +46% Disease immunity: +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +5 (+3 eff.) Armour: +5 Fatigue: +4% Changes stats: +5 Mag / +4 Cun / +6 Con Changes resistances: +6% blight / +12% lightning Changes resistances penetration: +20% lightning Changes damage: +9% lightning Physical save: +23 (+11 eff.) Mental save: +17 (+4 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Str / +8 Dex / +6 Con / +11 Lck Changes resistances: +9% acid / +12% temporal Changes damage: +6% acid / +9% physical Stealth bonus: +12 Silence immunity: +42% Confusion immunity: +45% Stun/Freeze immunity: +45% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +1 A pair of boots made of leather. |
![]() restful voratun gauntlets of the starseeker (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +6 Cun / +5 Mag Changes resistances: +10% light / +10% darkness Life regen: +11.00 Stamina each turn: +2.00 Maximum stamina: +40.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 5). Damage (radius 2) on crit: +38 light / +50 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 112.13 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes stats: +8 Str Changes resistances: +9% lightning / +9% cold / +18% darkness Changes resistances penetration: +25% lightning / +25% cold Changes damage: +6% lightning It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 83.6 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() fearforged stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +25% Changes stats: +6 Con Changes resistances: +13% fire / -18% light / +11% darkness Physical save: +8 (+4 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+2 eff.) A suit of armour made of mail. |
![]() marauder's drakeskin leather armour (30 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +30 (+10 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Physical save: +20 (+10 eff.) A suit of armour made of leather. |
![]() nimble cured leather armour of fire resistance (14 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +14 (+5 eff.) Fatigue: +7% Changes stats: +5 Dex Changes resistances: +21% fire Movement speed: +20% A suit of armour made of leather. |
![]() rejuvenating rough leather armour of clarity (3 def, 2 armour) Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +6% mind Mental save: +13 (+3 eff.) Life regen: +3.20 Stamina each turn: +0.90 A suit of armour made of leather. |
![]() Veloda the Frozenbrawn (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 27% chance to reduce all saves and defense by 36 Changes resistances: +45% cold Changes damage: +15% mind / +33% cold Mental save: +24 (+6 eff.) Psi when hit: +0.16 Maximum hate: +13.60 Maximum psi: +68.01 Mindpower: +41 (+11 eff.) A suit of armour made of metal plates. |
![]() voratun shield 'Bethossra' (0 def, 24 armour, 237.40588203494 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical power: +20 (+10 eff.) Armour: +24 Fatigue: +8% Damage (Melee): 9 fire Damage when hit (Melee): 10 fire Changes stats: +7 Mag Changes damage: +21% blight / +15% physical Talent granted: +1 Block Vim when firing critical spell: +2.72 Maximum stamina: +40.80 Handheld deflection devices. |
![]() Rotpiety (23/23, 52-74 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +38 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 10% chance to reduce damage dealt by 29% * 27% chance to slow global speed by 64% * 27% chance to reduce strength, dexterity, and constitution by 36 * 20% chance to knock the target back 3 spaces and deal 244 physical damage Damage (Ranged): +27 darkness / +45 blight / +60 physical Damage (radius 1) on hit: +27 nature Damage (radius 2) on crit: +27 darkness Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +1 Str Changes resistances: +6% fire / +15% darkness / +18% cold Changes resistances penetration: +10% darkness / +15% lightning When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +32% Confusion immunity: +10% Maximum life: +54.00 Light radius: +8 See stealth: +10 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Cun / +2 Mag Changes resistances: +3% light Changes resistances penetration: +5% light Changes damage: +9% light It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances penetration: +5% mind Changes damage: +9% arcane / +3% mind It can be used to blast the opponent's mind dealing 184 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. * Increase all damage penetration by 12% for 2 turns. * Gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes resistances penetration: +15% light Changes damage: +30% darkness Mental save: +12 (+3 eff.) Maximum life: +100.00 Light radius: +3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 270 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Changes stats: +4 Dex Changes resistances: +3% fire Pinning immunity: +10% Maximum life: +60.00 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 126 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() cleansing dragonbone totem of thorny skin [power 79] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 79 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +3 Cun Critical mult.: +5.00% Maximum mana: +40.00 Damage Shield penetration: +10% It can be used to reveal the area around you, dispelling darkness (radius 10, power 89 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 21% for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. * Gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
By Ketchup the Yeek Archmage level 39
59th Regrowth 123rd year of Ascendancy at 03:42 see stats
By Ketchup the Yeek Archmage level 50
68th Dusk 123rd year of Ascendancy at 06:18 see stats
By Ketchup the Yeek Archmage level 39
57th Regrowth 123rd year of Ascendancy at 10:09 see stats
By Ketchup the Yeek Archmage level 49
2nd Mirth 123rd year of Ascendancy at 19:20 see stats
By Ketchup the Yeek Archmage level 42
66th Regrowth 123rd year of Ascendancy at 20:15 see stats
By Ketchup the Yeek Archmage level 28
30th Haze 122nd year of Ascendancy at 19:26 see stats
By Ketchup the Yeek Archmage level 12
8th Flare 122nd year of Ascendancy at 19:44 see stats
By Ketchup the Yeek Archmage level 40
63rd Regrowth 123rd year of Ascendancy at 15:01 see stats
By Ketchup the Yeek Archmage level 34
4th Decay 122nd year of Ascendancy at 15:03 see stats
By Ketchup the Yeek Archmage level 24
77th Dusk 122nd year of Ascendancy at 16:42 see stats
By Ketchup the Yeek Archmage level 34
5th Decay 122nd year of Ascendancy at 02:50 see stats
By Ketchup the Yeek Archmage level 50
79th Dusk 123rd year of Ascendancy at 06:59 see stats
By Ketchup the Yeek Archmage level 10
3rd Summertide 122nd year of Ascendancy at 16:52 see stats
By Ketchup the Yeek Archmage level 20
47th Dusk 122nd year of Ascendancy at 02:27 see stats
By Ketchup the Yeek Archmage level 30
37th Haze 122nd year of Ascendancy at 12:06 see stats
By Ketchup the Yeek Archmage level 40
62nd Regrowth 123rd year of Ascendancy at 04:15 see stats
By Ketchup the Yeek Archmage level 50
9th Mirth 123rd year of Ascendancy at 09:38 see stats
By Ketchup the Yeek Archmage level 50
68th Dusk 123rd year of Ascendancy at 03:34 see stats
By Ketchup the Yeek Archmage level 46
41st Pyre 123rd year of Ascendancy at 23:07 see stats
By Ketchup the Yeek Archmage level 50
21st Dusk 123rd year of Ascendancy at 07:14 see stats
By Ketchup the Yeek Archmage level 37
5th Allure 123rd year of Ascendancy at 21:43 see stats
By Ketchup the Yeek Archmage level 19
46th Dusk 122nd year of Ascendancy at 17:57 see stats
By Ketchup the Yeek Archmage level 41
63rd Regrowth 123rd year of Ascendancy at 17:14 see stats
By Ketchup the Yeek Archmage level 50
30th Haze 123rd year of Ascendancy at 08:48 see stats
By Ketchup the Yeek Archmage level 9
9th Mirth 122nd year of Ascendancy at 00:46 see stats
By Ketchup the Yeek Archmage level 50
10th Mirth 123rd year of Ascendancy at 18:51 see stats
By Ketchup the Yeek Archmage level 50
30th Haze 123rd year of Ascendancy at 08:49 see stats
By Ketchup the Yeek Archmage level 47
1st Mirth 123rd year of Ascendancy at 21:19 see stats
By Ketchup the Yeek Archmage level 9
10th Mirth 122nd year of Ascendancy at 23:11 see stats
By Ketchup the Yeek Archmage level 44
10th Pyre 123rd year of Ascendancy at 06:56 see stats
By Ketchup the Yeek Archmage level 24
78th Dusk 122nd year of Ascendancy at 14:48 see stats
By Ketchup the Yeek Archmage level 19
46th Dusk 122nd year of Ascendancy at 00:12 see stats
By Ketchup the Yeek Archmage level 50
30th Haze 123rd year of Ascendancy at 08:49 see stats
By Ketchup the Yeek Archmage level 36
2nd Allure 123rd year of Ascendancy at 21:38 see stats
By Ketchup the Yeek Archmage level 38
56th Regrowth 123rd year of Ascendancy at 23:59 see stats
Log
Ketchup's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Ketchup hits Argoniel for 1102 fire damage.
Ketchup casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Talent Chain Lightning is ready to use.
Ketchup killed Argoniel!
Worm Rot from Argoniel hits Ketchup for (16 to time), 0 blight, (31 to time), 0 acid (0 total damage).
Decrepitude Disease from Argoniel hits Ketchup for (51 to time), 0 blight (0 total damage).
Weakness Disease from Argoniel hits Ketchup for (51 to time), 0 blight (0 total damage).
High Sun Paladin Aeryn casts Bathe in Light.
High Sun Paladin Aeryn's spell attains critical power!
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn is free from the acid.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (54 absorbed), 0 acid (0 total damage).
Decrepitude Disease from Argoniel hits High Sun Paladin Aeryn for (101 absorbed), 3 blight (3 total damage).
Weakness Disease from Argoniel hits High Sun Paladin Aeryn for 156 blight damage.
Blight Poison from Carrion worm mass hits High Sun Paladin Aeryn for (45 absorbed), 0 blight (0 total damage).
Shield of Light hits High Sun Paladin Aeryn for 16 healing, 16 healing (0 total damage) [33 healing].
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Triumph of the Way (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
The powerful time-altering energies generate a restoration field on Ketchup.
Saving done.