












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 50 / 1407% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 51 (base 16) |
| Dexterity | 101 (base 60) |
| Constitution | 107 (base 60) |
| Magic | 28 (base 10) |
| Willpower | 40 (base 26) |
| Cunning | 89 (base 60) |
Resources
| Life | 1534/1534 |
| Stamina | 297/297 |
| Healing Factor | 1.7153405674269 |
| Regeneration | 69.400725210671 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +24% |
| Spell | 0% |
| Global | +96.90034449585% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 7 |
| See Stealth | 66.440810426069 |
| See Invisible | 66.440810426069 |
Offense: Mainhand
| Damage | 222 |
| Accuracy | 85 |
| Crit Chance | 92% |
| APR | 17 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +31% |
| Acid | +21% |
| Light | +21% |
| Cold | +24% |
| Mind | +19% |
| Physical | +54% |
| Fire | +22% |
| All | +7% |
Offense: Damage Penetration
| Physical | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 69.710223983885 (100%) |
| Defense | 92 |
| Ranged Defense | 92 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 55 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 58%( 70%) |
| Blight | + 52%( 70%) |
| Arcane | + 56%( 70%) |
| Cold | + 61%( 70%) |
| All | + 47%( 70%) |
| Darkness | + 59%( 70%) |
| Light | + 55%( 70%) |
| Temporal | + 52%( 70%) |
| Physical | + 60%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 53%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 30% |
| Disarm Resistance | 35% |
| Silence Resistance | 34% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1019% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 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 597 damage for 8 turns. Its effects scale with your Dexterity stat. |
| 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 145 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. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Called Shots | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Buckler Training | 1.83 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Technique / Tireless Combatant | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.63 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Pace Yourself |
| talent | Counter Shot |
| talent | Bombardment |
| talent | Trained Reactions |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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 Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton magus. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by faerlhing. Escort: worried loremaster (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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. | 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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 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 Maj'Eyal 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 | dreamer's pair of hardened leather boots of massiveness (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Str / +4 Wil / +4 Cun / +6 Con Changes damage: +7% physical Physical save: +7 (+1 eff.) Spell save: +10 (+4 eff.) Mental save: +8 (+2 eff.) Size category: +1 A pair of boots made of leather. |
| Quiver | Stormimmortal the pouch of voratun shots (19/19, 80-97 power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 80.5 - 96.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +19.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 247 physical damage On weapon crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 lightning / +35 physical / +20 arcane Damage (radius 1) on hit: +20 lightning Damage (radius 2) on crit: +12 lightning Shots are used with slings to pummel your foes to death. |
| Light source | Adussra the dwarven lanternPowered by arcane forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +35 (+7 eff.) Damage when hit (Melee): 59 fire Changes stats: +7 Mag Changes resistances: +1% physical / +6% light / +20% fire / +9% temporal / +13% darkness Changes damage: +14% light Damage affinity(heal): +5% light Silence immunity: +10% Knockback immunity: +10% Life regen: +2.00 Spellpower: +17 (+4 eff.) Light radius: +10 It can be used to activate talent Sun Flare, placing all other charms into a 16 cooldown : Effective talent level: 4.5 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 221.13 light damage. At talent level 3 you gain 35% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Zaniblek (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Changes stats: +2 Str / +7 Dex / +5 Cun / +10 Con / +11 Lck Changes resistances penetration: +5% physical Changes damage: +12% mind Stamina when hit: +2.90 Equilibrium when hit: +2.90 Hate when firing a critical mind attack: +3.00 Only die when reaching: -20.00 life Spell crit. chance: +8% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic drakeskin leather gloves of the juggernaut (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Changes stats: +4 Con Physical save: +30 (+7 eff.) Spell save: +10 (+4 eff.) Mental save: +17 (+4 eff.) Disarm immunity: +35% Maximum life: +47.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 16 cooldown : Effective talent level: 3.5 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Cyreth [power 5] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +4 Changes stats: +3 Dex Changes resistances: +6% arcane / +12% fire Mental save: +9 (+2 eff.) Silence immunity: +24% It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 14 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Heal for 110. * Reduce fatigue by 52% for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Mayitira the EbonypunishInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +34 (+7 eff.) Defense: +15 (+3 eff.) Damage when hit (Melee): 2 darkness Changes stats: +10 Dex Changes resistances: +15% lightning / +12% fire / +5% arcane / +12% nature Life regen: +17.00 Maximum life: +77.00 Movement speed: +24% Healing mod.: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 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 38% for 5 turns. Rings make your fingers look great! |
| On fingers | Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+4 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. |
| Around neck | vitalizing stralite amulet of perfection (0.33 Technique / Buckler Training,0.33 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Talent masteries: +0.33 Technique / Buckler Training +0.33 Technique / Combat training Physical save: +11 (+2 eff.) Life regen: +9.00 Maximum life: +65.00 Amulets make your neck look great! |
| In main hand | Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 9 power out of 16/16) : Effective talent level: 5.5 Power cost: 9 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
| Around waist | balancing drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +5 (+2 eff.) Changes stats: +4 Cun / +5 Dex Critical mult.: +10.00% Mental crit. chance: +10% A belt that goes around your waist. |
| In off hand | Poredhetira the Chargeslice (0 def, 22 armour, 72-86 power, 303 block)Requires: - Shield usage training - Cunning 48 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +303 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +17.0% Physical power: +12 (+3 eff.) Armour: +22 Fatigue: +8% Changes stats: +5 Con Changes resistances: +25% lightning / +5% arcane / +6% acid Changes damage: +24% lightning Talent granted: +1 Block Physical save: +13 (+3 eff.) Handheld deflection devices. |
| Cloak | enveloping elven-silk cloak of the guardian (24 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +24 (+5 eff.) Physical save: +26 (+6 eff.) Spell save: +17 (+6 eff.) Mental save: +18 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dispeller's elven-silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +8% lightning / +9% darkness / +24% fire / +15% all / +15% acid / +13% physical / +9% blight / +26% cold / +9% light Changes damage: +14% acid / +5% physical / +15% fire / +17% cold Talent cooldown: Refit Golem (-4 turns) Physical save: +15 (+3 eff.) Spell save: +31 (+9 eff.) Mental save: +13 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Prismatic Rune (6 turns; blight, physical, mind, lightning)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 4 physical, 3 mind, 5 lightning 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. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 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. 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. |
Rune of the Rift (310.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 331.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Armilach the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Defense: +5 (+1 eff.) Changes resistances penetration: +10% blight / +5% physical Changes damage: +12% blight Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 19 cooldown : Effective talent level: 3.5 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 415 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
DurydrakhadInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Dex Changes resistances: +3% lightning / +3% cold Pinning immunity: +20% Healing mod.: +5% Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
savior's gold amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +18 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +16 (+4 eff.) Cut immunity: +60% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 19 cooldown : Effective talent level: 3.5 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 415 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 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. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 27 power out of 50/50) : Effective talent level: 3.5 Power cost: 27 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent 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. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.47 cold and 20.45 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 32 power out of 60/60. This azure ring seems to be always moist to the touch. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Vital Shot You have set the ring to grant you Vital Shot! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
marksman's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
warrior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +6 (+2 eff.) Mindpower: +7 (+1 eff.) Rings make your fingers look great! |
wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 4.5 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to 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 Activation costs 107 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." |
hardened leather belt 'Dairidas'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +36 (+9 eff.) Defense: +20 (+4 eff.) Changes stats: +5 Str / +5 Con Spell save: +10 (+4 eff.) Size category: +1 A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Islydheth (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Changes stats: +4 Dex Changes resistances: +3% physical / +16% darkness / +22% blight / +14% mind / +13% all Changes damage: +22% blight Physical save: +14 (+3 eff.) Spell save: +18 (+6 eff.) Mental save: +30 (+7 eff.) Mana each turn: +0.22 Maximum mana: +71.00 Spellpower: +23 (+6 eff.) Spell crit. chance: +9% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Zubovea' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% darkness / +12% temporal / +12% mind / +9% all Changes damage: +12% temporal Physical save: +11 (+2 eff.) Spell save: +11 (+4 eff.) Mental save: +38 (+9 eff.) Knockback immunity: +10% Psi when hit: +0.16 Mindpower: +18 (+4 eff.) Mental crit. chance: +3% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Scaldgrinder' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Wil / +7 Cun / +2 Con Changes resistances: +3% fire Changes damage: +9% fire Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) A pair of boots made of leather. |
Norodir the drakeskin leather gloves (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 13 lightning Changes resistances: +8% lightning / +21% fire / +6% darkness Changes damage: +9% lightning Physical save: +6 (+1 eff.) Confusion immunity: +20% Knockback immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Healing mod.: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
248 alchemist agate0.00 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. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)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. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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? |
2023 Little GemsPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere Activation costs 1 power out of 2021/2023. A set of 2023 tiny explosive spheres. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dreamer's alchemist's lamp of healthInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +5 (+1 eff.) Maximum life: +54.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +6% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneInfused 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 (+1 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 11 power out of 25/25) : Effective talent level: 4.5 Power cost: 11 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 18 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 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. |
Dragon Orb (Orb of Command)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. |
Elemental Orb (Orb of Command)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. |
Orb of Destruction (Orb of Command)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. |
Orb of Undeath (Orb of Command)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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
75 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
13 bloodstone0.00 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. |
17 fire opal0.00 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. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
Rod of Recall (3/3)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 108 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. |
Transmogrification ChestPowered 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. |
Weeppassion the pouch of voratun shots (22/22, 54-65 power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 20% chance to slow global speed by 65% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 247 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 194 physical damage Travel speed: +200% Damage (Ranged): +20 physical / +12 mind Damage (radius 1) on hit: +12 mind Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots of crippling (19/19, 27-32 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 27.0 - 32.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +15.5% Capacity: 19 On weapon crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
pouch of iron shots (11/11, 17-20 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 17.0 - 20.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 11 Shots are used with slings to pummel your foes to death. |
pouch of iron shots (17/17, 12-15 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 Shots are used with slings to pummel your foes to death. |
pouch of iron shots of wind (18/18, 13-16 power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 18 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 194 physical damage Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Armoruindur the steel torque of clear mind [power 2] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +5 Dex / +4 Con Critical mult.: +10.00% Physical save: +9 (+2 eff.) 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 14 turns. When used: * Reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending iron torque of psionic shield [power 27] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 47] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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 DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
13 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Belzed the Cornac Skirmisher level 32
77th Regrowth 123rd year of Ascendancy at 08:47 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Belzed the Cornac Skirmisher level 40
17th Pyre 123rd year of Ascendancy at 07:36 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Belzed the Cornac Skirmisher level 31
75th Regrowth 123rd year of Ascendancy at 08:54 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Belzed the Cornac Skirmisher level 36
7th Pyre 123rd year of Ascendancy at 21:43 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Belzed the Cornac Skirmisher level 37
14th Pyre 123rd year of Ascendancy at 11:55 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Belzed the Cornac Skirmisher level 45
1st Summertide 123rd year of Ascendancy at 05:41 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Belzed the Cornac Skirmisher level 34
5th Pyre 123rd year of Ascendancy at 07:36 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Belzed the Cornac Skirmisher level 20
69th Dusk 122nd year of Ascendancy at 13:56 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Belzed the Cornac Skirmisher level 15
18th Dusk 122nd year of Ascendancy at 19:14 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Belzed the Cornac Skirmisher level 33
1st Pyre 123rd year of Ascendancy at 23:10 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Belzed the Cornac Skirmisher level 19
67th Dusk 122nd year of Ascendancy at 04:00 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Belzed the Cornac Skirmisher level 50
66th Dusk 123rd year of Ascendancy at 00:15 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Belzed the Cornac Skirmisher level 19
67th Dusk 122nd year of Ascendancy at 03:22 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Belzed the Cornac Skirmisher level 22
37th Haze 122nd year of Ascendancy at 10:02 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Belzed the Cornac Skirmisher level 29
73rd Regrowth 123rd year of Ascendancy at 21:43 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Belzed the Cornac Skirmisher level 50
62nd Dusk 123rd year of Ascendancy at 21:47 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Belzed the Cornac Skirmisher level 38
14th Pyre 123rd year of Ascendancy at 17:01 see stats
Level 10 (Roguelike)
Got a character to level 10.By Belzed the Cornac Skirmisher level 10
2nd Mirth 122nd year of Ascendancy at 13:09 see stats
Level 20 (Roguelike)
Got a character to level 20.By Belzed the Cornac Skirmisher level 20
68th Dusk 122nd year of Ascendancy at 19:35 see stats
Level 30 (Roguelike)
Got a character to level 30.By Belzed the Cornac Skirmisher level 30
73rd Regrowth 123rd year of Ascendancy at 23:25 see stats
Level 40 (Roguelike)
Got a character to level 40.By Belzed the Cornac Skirmisher level 40
16th Pyre 123rd year of Ascendancy at 03:08 see stats
Level 50 (Roguelike)
Got a character to level 50.By Belzed the Cornac Skirmisher level 50
30th Dusk 123rd year of Ascendancy at 16:37 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Belzed the Cornac Skirmisher level 50
45th Dusk 123rd year of Ascendancy at 02:39 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Belzed the Cornac Skirmisher level 42
28th Pyre 123rd year of Ascendancy at 12:28 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Belzed the Cornac Skirmisher level 24
70th Haze 122nd year of Ascendancy at 20:23 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Belzed the Cornac Skirmisher level 43
62nd Pyre 123rd year of Ascendancy at 16:45 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Belzed the Cornac Skirmisher level 39
15th Pyre 123rd year of Ascendancy at 05:37 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Belzed the Cornac Skirmisher level 25
54th Regrowth 123rd year of Ascendancy at 16:57 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Belzed the Cornac Skirmisher level 34
2nd Pyre 123rd year of Ascendancy at 00:40 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Belzed the Cornac Skirmisher level 50
66th Dusk 123rd year of Ascendancy at 00:15 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Belzed the Cornac Skirmisher level 7
79th Pyre 122nd year of Ascendancy at 07:00 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Belzed the Cornac Skirmisher level 50
45th Dusk 123rd year of Ascendancy at 01:26 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Belzed the Cornac Skirmisher level 24
15th Regrowth 123rd year of Ascendancy at 20:42 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Belzed the Cornac Skirmisher level 24
2nd Regrowth 123rd year of Ascendancy at 16:08 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Belzed the Cornac Skirmisher level 39
15th Pyre 123rd year of Ascendancy at 05:37 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Belzed the Cornac Skirmisher level 15
30th Dusk 122nd year of Ascendancy at 05:54 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Belzed the Cornac Skirmisher level 19
67th Dusk 122nd year of Ascendancy at 19:45 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Belzed the Cornac Skirmisher level 43
55th Pyre 123rd year of Ascendancy at 22:43 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Belzed the Cornac Skirmisher level 24
1st Regrowth 123rd year of Ascendancy at 20:00 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Belzed the Cornac Skirmisher level 29
71st Regrowth 123rd year of Ascendancy at 09:17 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Belzed the Cornac Skirmisher level 20
69th Dusk 122nd year of Ascendancy at 17:59 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Belzed the Cornac Skirmisher level 30
74th Regrowth 123rd year of Ascendancy at 22:28 see stats
Log
Today is the 11st Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
Ran for 4 turns (stop reason: hostile spotted to the southwest (Orcs patrol)).
There is a Entrance to Grushnak Pride bastion here (press '' or right click to use).
Today is the 12nd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
There is a Entrance to Grushnak Pride bastion here (press '' or right click to use).
Ran for 7 turns (stop reason: didn't move).
Today is the 13rd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
There is a Entrance to Grushnak Pride bastion here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
There is a Entrance to Grushnak Pride bastion 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.
Saving game...
Today is the 14th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:38.
Ran for 3 turns (stop reason: hostile spotted to the south (Orcs patrol)).
Saving done.
Today is the 15th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Ran for 3 turns (stop reason: hostile spotted to the southwest (Orcs patrol)).





























































































































