Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. 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 Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Items Vault 1.7.6Donators/Buyers bonus! Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 Shorter Dungeons Redux 1.7.4Reworks the depth, size, EXP, enemies, and drop rates of mid/lategame dungeons. Original inspired by Pigslayer. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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 Exploration |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 50 / 2441% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 49 (base 19) |
Dexterity | 110 (base 60) |
Constitution | 47 (base 25) |
Magic | 108 (base 63) |
Willpower | 48 (base 14) |
Cunning | 134 (base 65) |
Resources
Mana | 0/464 |
Psi | 128/128 |
Life | 1056/1056 |
Stamina | 292/292 |
Steam | 100/100 |
Healing Factor | 1.6623364354647 |
Regeneration | 17.371415750606 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.64892493468% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -1001 |
Infravision | 9 |
See Stealth | 95.132289586494 |
See Invisible | 95.132289586494 |
Offense: Mainhand
Damage | 53 |
Accuracy | 69 |
Crit Chance | 83% |
APR | 59 |
Speed | 1.00 |
Offense: Offhand
Damage | 83 |
Accuracy | 69 |
Crit Chance | 97% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 64% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 59% |
Speed | 1 |
Offense: Damage Bonus
Acid | +54% |
Blight | +54% |
Physical | +69% |
Mind | +38% |
All | +29% |
Darkness | +49% |
Temporal | +59% |
Fire | +54% |
Nature | +189% |
Offense: Damage Penetration
Nature | +45% |
All | 0% |
Defense: Base
Armour (hardiness) | 22 (57.718496631565%) |
Defense | 84 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 38 |
Mental Save | 60 |
Defense: Resistances
Lightning | + 59%( 70%) |
Light | + 59%( 80%) |
Blight | + 53%( 70%) |
Nature | + 68%( 70%) |
All | + 42%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 0% |
Bleed Resistance | 70% |
Confusion Resistance | 60% |
Knockback Resistance | 0% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 168 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.7 steam per turn. Can be activated for an instant burst of 89 steam. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.70 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 2.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Dual techniques | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 3.00 |
| 5/5 |
| 6/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Volatile Poison |
talent | Skate |
talent | Premonition |
talent | Trained Reactions |
talent | Crippling Poison |
beneficial effect | Has 11 throwing knives prepared: 11 KnivesRange: 7 Net Damage: 193 - 271 Accuracy: 85 (knife) APR: 35 Crit Chance: +107% Crit mult: 277% Uses Stats: 50% Cun, 70% Dex |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 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 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1825. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. 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 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour) 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Talents +5 Rocket Boots Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 26 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. This item has been sent to the Item's Vault. |
Quiver | Wind Worn Shot (25/25, 148% power, 15 apr) Wind Worn Shot (25/25, 148% power, 15 apr) 3.0 Encumbrance T4 shot ammo [Unique] Nature While equipped: other ------- Talents +5 Toxic Shell These perfectly white spheres appear to have been worn down by years of exposure to strong winds. This item has been sent to the Item's Vault. |
Light source | Dúathedlen Heart Dúathedlen Heart1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+2 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. This item has been sent to the Item's Vault. |
On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour) 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +16 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +27 (+7 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 3.9 Power cost 18 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd 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 11. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. 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. This item has been sent to the Item's Vault. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour) 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Critical power +50.00% Damage +10% physical defense ------ Armor +6 other ------- Talents +5 Hand Cannon Unarmed combat: Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. |
Tool | Tree of Life Tree of Life2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. This item has been sent to the Item's Vault. |
On fingers | Growthblight Growthblight0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +5 Str +3 Dex +13 Mag +4 Cun +3 Con offense ------ Damage +15% nature When Hit 6 nature defense ------ Mind save +15 (+4 eff.) Confus Resist +50% Rings make your fingers look great! |
On fingers | Ring of the War Master Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+3 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. This item has been sent to the Item's Vault. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con offense ------ Physical Crit +10.0% Damage +20% all Amulets make your neck look great! This item has been sent to the Item's Vault. |
In main hand | Blade of Distorted Time (150% power, 40 apr) Blade of Distorted Time (150% power, 40 apr) 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane While equipped: offense ------ Critical power +15.00% Damage +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 5.5 Power cost 6 out of 10/10. Range 9 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. This item has been sent to the Item's Vault. |
Around waist | Emblem of Evasion Emblem of Evasion |
In off hand | Mandible of Ungolmor (150% power, 12 apr) Mandible of Ungolmor (150% power, 12 apr) 1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature While equipped: Stats +8 Cun +4 Dex offense ------ Critical power +15.00% Damage +30% nature defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. This item has been sent to the Item's Vault. |
Cloak | Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+4 eff.) Resistance +30% lightning +0% cold +0% nature Poison Resist +50% Stun Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. This item has been sent to the Item's Vault. |
Main armor | Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour) 2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +12 (+4 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+3 eff.) Resistance +25% nature +13% all Physical save +15 (+7 eff.) Life Regen +10.20 Healmod +15% Poison Resist +70% Disease Resist +70% Cut Resist +70% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. This item has been sent to the Item's Vault. |
Inventory
Elixir of Explosive Force Elixir of Explosive Force0.0 Encumbrance potion [Plot Item] Nature Permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
Phial of the Ultimate Bearness Phial of the Ultimate Bearness0.4 Encumbrance potion [Unique] Unknown Quaff phial's content. Impawssible?! |
movement infusion (speed 780%; cd 11) movement infusion (speed 780%; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 780% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 8; phase 24; cd 14) blink rune (range 8; phase 24; cd 14)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 8 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement 2 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve 2 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin 2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Fanged Collar Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+6 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Bilefurnace the gold ring =STR= Bilefurnace the gold ring =STR=0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +8 (+2 eff.) Ignore resists +5% nature When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Resistance +9% lightning +3% nature +9% light Rings make your fingers look great! |
Zuborina Zuborina0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +10 Cun +10 Dex offense ------ Damage +6% physical Accuracy +25 (+7 eff.) When Hit 10 temporal defense ------ Resistance +1% physical other ------- Stamina/turn +3.00 Rings make your fingers look great! |
rogue's voratun ring of life rogue's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun defense ------ Defense +10 (+2 eff.) Life +93.00 Life Regen +13.00 Healmod +13% Rings make your fingers look great! |
voratun ring 'Gloryvena' voratun ring 'Gloryvena'0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: Stats +5 Mag offense ------ Physical Crit +7.0% Accuracy +20 (+5 eff.) Ignore Armor +9 When Hit 8 acid defense ------ Resistance +36% acid Physical save +12 (+6 eff.) Unlife -104.00 life other ------- Stamina/turn +3.90 Max stamina +39.00 Rings make your fingers look great! |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +48 (+13 eff.) Damage +60% arcane Ignore resists +30% arcane other ------- Talents +1 Command Staff May understand old Sher'Tul language. This staff offers 60% bonus to fire, cold, lightning, arcane damage. (included above) 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 101 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
cruel dragonbone starstaff of illumination (136% power, 6 apr, light element) cruel dragonbone starstaff of illumination (136% power, 6 apr, light element)5.0 Encumbrance T5 staff 2H weapon [Ego] Nature/Master While equipped: offense ------ Critical power +20.00% Spellpower +15 (+4 eff.) defense ------ Defense +12 (+3 eff.) other ------- Light +5 Talents +1 Command Staff This staff offers 30% bonus to light damage. (included above) Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 2.5 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 157.52 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
arcing voratun battleaxe of daylight (169% power, 4 apr) arcing voratun battleaxe of daylight (169% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego] Arcane Massive two-handed battleaxes. |
voratun battleaxe of corruption (171% power, 4 apr) voratun battleaxe of corruption (171% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Arcane Massive two-handed battleaxes. |
slime-covered voratun longsword of disruption (153% power, 6 apr) slime-covered voratun longsword of disruption (153% power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Disrupt Sharp, long, and deadly. |
truestriking voratun longsword of massacre (168% power, 6 apr) truestriking voratun longsword of massacre (168% power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master While equipped: offense ------ Ignore resists +13% physical Accuracy +21 (+6 eff.) Ignore Armor +15 Sharp, long, and deadly. |
voratun waraxe of evisceration (151% power, 6 apr) voratun waraxe of evisceration (151% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master While equipped: offense ------ Physical Crit +15.0% Physical Power +15 (+5 eff.) One-handed war axes. |
enhanced voratun dagger (148% power, 9 apr) =STR= enhanced voratun dagger (148% power, 9 apr) =STR=1.0 Encumbrance T5 dagger 1H weapon [Ego+] Nature While equipped: Stats +8 Str +3 Dex +6 Mag +5 Wil +9 Cun +8 Con Sharp, short and deadly. |
blazebringer's drakeskin leather sling of cunning (+8) blazebringer's drakeskin leather sling of cunning (+8)4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego+] Nature/Master While equipped: Stats +8 Cun offense ------ Global Speed +11% Ignore resists +10% physical Slings are used to hurl stones or metal shots at your foes. |
focusing elven-silk robe of Linaniil (0 def, 0 armour) focusing elven-silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +7 Mag +8 Wil offense ------ Spellpower +27 (+7 eff.) defense ------ Resistance +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
impenetrable voratun plate armour of temporal resistance (0 def, 34 armour) impenetrable voratun plate armour of temporal resistance (0 def, 34 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego] Arcane/Master While equipped: defense ------ Armor +34 Fatigue +22% Resistance +30% temporal A suit of armour made of metal plates. |
nightruned rough leather belt of unlife =Water Breathing= nightruned rough leather belt of unlife =Water Breathing=1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
noble's drakeskin leather belt of containment noble's drakeskin leather belt of containment1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: Stats +7 Cun +7 Wil offense ------ Against +45% Summoned defense ------ Resist Against +36% Summoned Life +105.00 other ------- Max stamina +65.00 A belt that goes around your waist. |
murderer's elven-silk cloak of sorcery (3 def, 0 armour) murderer's elven-silk cloak of sorcery (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +6 Dex +6 Mag +6 Wil +6 Cun offense ------ Accuracy +10 (+3 eff.) Ignore Armor +9 defense ------ Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
fleetfooted pair of voratun boots of invasion (20 def, 5 armour) fleetfooted pair of voratun boots of invasion (20 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +15 Dex offense ------ Physical Crit +5.0% Physical Power +6 (+2 eff.) Ignore resists +15% physical defense ------ Armor +5 Defense +20 (+4 eff.) Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of voratun boots of tirelessness (0 def, 11 armour) miner's pair of voratun boots of tirelessness (0 def, 11 armour)3.0 Encumbrance T5 feet armor [Ego] Master While equipped: defense ------ Armor +11 Fatigue +4% other ------- Stamina/turn +1.10 Max stamina +40.00 Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fearwoven elven-silk wizard hat (3 def, 0 armour) fearwoven elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +19% physical defense ------ Defense +3 (+1 eff.) Resistance +20% darkness +20% physical A pointy cloth hat, very wizardly... |
insulating elven-silk wizard hat of fire (+36%) (3 def, 0 armour) insulating elven-silk wizard hat of fire (+36%) (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego] Nature While equipped: defense ------ Defense +3 (+1 eff.) Resistance +14% cold +36% fire A pointy cloth hat, very wizardly... |
Rheharahell the Gleamwild (0 def, 5 armour) =STR= Rheharahell the Gleamwild (0 def, 5 armour) =STR=3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +9 Cun +15 Str defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating voratun helm of blood magic (0 def, 5 armour) insulating voratun helm of blood magic (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Arcane/Master While equipped: Stats +8 Mag +5 Wil offense ------ Damage +17% arcane defense ------ Armor +5 Fatigue +5% Resistance +11% fire +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm of the bounder (0 def, 5 armour) voratun helm of the bounder (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +9 Str +9 Dex defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 11 turn cooldown Effective talent level: 5.9 Power cost 11 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 345.8 Physical damage. If the attack hits, the target is confused (46% effect) for 6 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Damage +2% all Item imbue powers: Physical Crit +1.0% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 Encumbrance 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 amber 2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Damage +8% all Item imbue powers: Physical Crit +4.0% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 bloodstone 6 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal 8 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Damage +10% all Item imbue powers: Physical Crit +5.0% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 diamond 6 diamond0.0 Encumbrance 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. |
moonstone moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Resonating Diamond Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 16 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Item imbue powers: 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. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
283 alchemist agate 283 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
perfect thunder grenade perfect thunder grenade0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: other ------- Talents +5 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
amazing moss tread amazing moss tread0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Stealth +10 other ------- Talents +5 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
perfect flash powder perfect flash powder0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
perfect hook shell perfect hook shell0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +5 Hook Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groove perfect poison groove0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree voratun silver filigree0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Tinkers can be attached to normal items to improve them with steam power! |
Heart of Poosh Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 51 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Blood-Runed Athame Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
dwarven-steel pickaxe 'Rimelady' (dig speed 15 turns) =STR= dwarven-steel pickaxe 'Rimelady' (dig speed 15 turns) =STR=3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +6 Str +4 Dex +4 Mag +4 Cun defense ------ Armor +3 Defense +6 (+1 eff.) Resistance +8% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Zanimadig the voratun pickaxe (dig speed 9 turns) =Dig= Zanimadig the voratun pickaxe (dig speed 9 turns) =Dig=3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +3 Wil +2 Cun offense ------ Damage +8% nature defense ------ Resistance +10% fire +8% darkness +15% nature Mind save +12 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance 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. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance 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. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance 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. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 6 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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 Encumbrance 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 158% of the healing done. This effect scales with your Magic stat.. Uses 38 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 102 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. |
focusing ash totem of healing [power 188] (8 cooldown) =Heal= focusing ash totem of healing [power 188] (8 cooldown) =Heal=2.0 Encumbrance T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 8 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Galoldil the dragonbone totem of stinging [power 422] (8 cooldown) =Anti-Heal= Galoldil the dragonbone totem of stinging [power 422] (8 cooldown) =Anti-Heal=2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Physical Power +15 (+5 eff.) defense ------ Spell save +12 (+5 eff.) Mind save +6 (+2 eff.) Sting an enemy dealing 1220 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 8 turn cooldown 100% to increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
innervating dragonbone totem of healing [power 536] (8 cooldown) innervating dragonbone totem of healing [power 536] (8 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 536 Puts all charms on 8 turn cooldown 100% to reduce fatigue by 51% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
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 Trow the Cornac Rogue level 41
13rd Haze 123rd year of Ascendancy at 14:49 see stats
By Trow the Cornac Rogue level 40
12nd Haze 123rd year of Ascendancy at 00:12 see stats
By Trow the Cornac Rogue level 45
26th Regrowth 124th year of Ascendancy at 22:04 see stats
By Trow the Cornac Rogue level 44
22nd Regrowth 124th year of Ascendancy at 04:55 see stats
By Trow the Cornac Rogue level 50
72nd Regrowth 124th year of Ascendancy at 11:13 see stats
By Trow the Cornac Rogue level 25
26th Pyre 123rd year of Ascendancy at 07:12 see stats
By Trow the Cornac Rogue level 43
43rd Haze 123rd year of Ascendancy at 16:07 see stats
By Trow the Cornac Rogue level 50
6th Pyre 124th year of Ascendancy at 03:49 see stats
By Trow the Cornac Rogue level 32
70th Pyre 123rd year of Ascendancy at 15:38 see stats
By Trow the Cornac Rogue level 29
61st Pyre 123rd year of Ascendancy at 15:06 see stats
By Trow the Cornac Rogue level 50
45th Dusk 124th year of Ascendancy at 12:47 see stats
By Trow the Cornac Rogue level 23
71st Regrowth 123rd year of Ascendancy at 03:01 see stats
By Trow the Cornac Rogue level 27
42nd Pyre 123rd year of Ascendancy at 23:53 see stats
By Trow the Cornac Rogue level 33
36th Dusk 123rd year of Ascendancy at 12:44 see stats
By Trow the Cornac Rogue level 50
42nd Dusk 124th year of Ascendancy at 22:47 see stats
By Trow the Cornac Rogue level 42
17th Haze 123rd year of Ascendancy at 07:17 see stats
By Trow the Cornac Rogue level 25
12nd Pyre 123rd year of Ascendancy at 22:27 see stats
By Trow the Cornac Rogue level 47
26th Regrowth 124th year of Ascendancy at 22:58 see stats
By Trow the Cornac Rogue level 32
70th Pyre 123rd year of Ascendancy at 15:38 see stats
By Trow the Cornac Rogue level 10
43rd Haze 122nd year of Ascendancy at 20:32 see stats
By Trow the Cornac Rogue level 20
55th Regrowth 123rd year of Ascendancy at 15:07 see stats
By Trow the Cornac Rogue level 30
62nd Pyre 123rd year of Ascendancy at 21:00 see stats
By Trow the Cornac Rogue level 40
10th Haze 123rd year of Ascendancy at 02:38 see stats
By Trow the Cornac Rogue level 50
70th Regrowth 124th year of Ascendancy at 17:20 see stats
By Trow the Cornac Rogue level 50
39th Dusk 124th year of Ascendancy at 08:13 see stats
By Trow the Cornac Rogue level 50
54th Pyre 124th year of Ascendancy at 23:49 see stats
By Trow the Cornac Rogue level 50
46th Pyre 124th year of Ascendancy at 23:08 see stats
By Trow the Cornac Rogue level 32
6th Flare 123rd year of Ascendancy at 13:27 see stats
By Trow the Cornac Rogue level 25
26th Pyre 123rd year of Ascendancy at 07:12 see stats
By Trow the Cornac Rogue level 20
55th Regrowth 123rd year of Ascendancy at 18:35 see stats
By Trow the Cornac Rogue level 44
44th Haze 123rd year of Ascendancy at 06:20 see stats
By Trow the Cornac Rogue level 50
45th Dusk 124th year of Ascendancy at 12:46 see stats
By Trow the Cornac Rogue level 7
79th Pyre 122nd year of Ascendancy at 11:34 see stats
By Trow the Cornac Rogue level 33
31st Dusk 123rd year of Ascendancy at 12:12 see stats
By Trow the Cornac Rogue level 50
45th Dusk 124th year of Ascendancy at 12:47 see stats
By Trow the Cornac Rogue level 40
11st Haze 123rd year of Ascendancy at 01:40 see stats
By Trow the Cornac Rogue level 16
8th Regrowth 123rd year of Ascendancy at 05:25 see stats
By Trow the Cornac Rogue level 49
43rd Regrowth 124th year of Ascendancy at 19:10 see stats
By Trow the Cornac Rogue level 23
71st Regrowth 123rd year of Ascendancy at 01:21 see stats
By Trow the Cornac Rogue level 16
3rd Regrowth 123rd year of Ascendancy at 10:37 see stats
By Trow the Cornac Rogue level 40
11st Haze 123rd year of Ascendancy at 01:42 see stats
Log
Ran for 2 turns (stop reason: interesting terrain).
Trow picks up (1.): bloodstone.
Ran for 3 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
There is a Unremarkable cave here (press '' or right click to use).
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 Far East, with no trace of the portal...
Trow deactivates Stealth.
Saving game...
Saving done.
Saving game...
Saving done.
Today is the 46th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Today is the 47th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
Talent Stealth is ready to use.
There is a Gates of Morning (Town) here (press '' or right click to use).
Today is the 48th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Saving game...
Saving done.