Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This 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. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Custom Difficulty 1.7.5Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Higher |
Class | Shadowblade |
Level / Exp | 50 / 2282% |
Size | medium |
Lifes / Deaths | Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 53rd Dusk 124th year of Ascendancy at 13:03 / 1 |
Primary Stats
Strength | 39 (base 11) |
Dexterity | 108 (base 63) |
Constitution | 45 (base 34) |
Magic | 100 (base 60) |
Willpower | 29 (base 15) |
Cunning | 119 (base 61) |
Resources
Life | -271/1218 |
Mana | 143/489 |
Stamina | 224/374 |
Positive | 180/197 |
Healing Factor | 1.9511689881047 |
Regeneration | 53.169354925853 |
Speed
Mental | +4.9960036108132E-12% |
Attack | 0% |
Movement | 0% |
Spell | +4.9960036108132E-12% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 11 |
See Stealth | 48.028205097779 |
See Invisible | 71.028205097779 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 198 |
Accuracy | 98 |
Crit Chance | 109% |
APR | 53 |
Speed | 1.00 |
Offense: Offhand
Damage | 162 |
Accuracy | 98 |
Crit Chance | 109% |
APR | 53 |
Speed | 1.00 |
Offense: Spell
Spellpower | 70 |
Crit Chance | 58% |
Speed | 0.99999999999995 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 87% |
Speed | 1 |
Offense: Damage Bonus
Acid | +36% |
Blight | +39% |
Arcane | +45% |
Cold | +49% |
All | +30% |
Lightning | +52% |
Temporal | +33% |
Physical | +121% |
Darkness | +59% |
Mind | +39% |
Nature | +39% |
Offense: Damage Penetration
Darkness | +9% |
Blight | +10% |
Physical | +37% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 62 (35.65183292883%) |
Defense | 103 |
Ranged Defense | 103 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 36 |
Mental Save | 41 |
Defense: Resistances
Acid | + 47%( 70%) |
Arcane | + 42%( 70%) |
Cold | + 45%( 70%) |
All | + 37%( 70%) |
Lightning | + 41%( 70%) |
Light | + 41%( 70%) |
Temporal | + 45%( 70%) |
Physical | + 43%( 70%) |
Darkness | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 7 times. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 139 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: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 987% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Dexterity 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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, Marus of Elvala 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. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. 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. | completed |
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 | ![]() pair of voratun boots 'Obsidianroar' (34 def, 12 armour) =Def,Arm,Evasion= 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Spellpower +11 (+3 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 * 20% chance to reduce damage dealt by 23% defense ------ Armor +12 Defense +34 (+6 eff.) Fatigue +4% Resistance +6% light other ------- Infravision +2 Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 5.2 Power cost 26 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 60 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Daimerak the alchemist's lamp =Acc,Def,7Lite,Stm/= 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +5 Cun +4 Dex offense ------ Mind Crit +3% Accuracy +15 (+3 eff.) defense ------ Defense +30 (+5 eff.) other ------- Stamina/turn +3.00 EQ when Hit +0.08 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() hardened leather cap 'Vorelaith' (0 def, 15 armour) =PhyMod,Acc= 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Con offense ------ Physical Power +30 (+6 eff.) Damage +9% physical Accuracy +30 (+5 eff.) defense ------ Armor +15 Fatigue +3% Physical save +10 (+4 eff.) Mind save +10 (+3 eff.) other ------- Max stamina +30.00 Battle Cry: Puts all charms on 24 turn cooldown Effective talent level: 2.0 Power cost 24 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
On hands | ![]() umbral drakeskin leather gloves of war-making (0 def, 3 armour) =Crts,Cripple= 1.0 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +17.0% Spell Crit +14% Mind Crit +20% Critical power +12.00% On-Hit 14 darkness Damage +7% darkness defense ------ Armor +3 Resistance +10% darkness Unarmed combat: Weapon Damage 144% Range: 1.0x-1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +14.0% Attack Speed 100% On Hit: 20% Moonlight Ray level 5 On Crit: 20% Cripple level 5 On Hit: * 12% chance to reduce damage dealt by 23% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Belenne the voratun pickaxe (dig speed 11 turns) =Acc,Arm,Def= 3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Crit +3.0% Critical power +10.00% Accuracy +30 (+5 eff.) defense ------ Armor +18 Defense +8 (+2 eff.) Resistance +10% physical Physical save +18 (+6 eff.) other ------- Max stamina +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Zubuganne =Stun-,Acc,Def,Hp= 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +6% acid Accuracy +15 (+3 eff.) Ignore Armor +15 When Hit 8 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +14 (+3 eff.) Resistance +15% acid Life +85.00 Life Regen +20.00 Healmod +20% Stun Resist +28% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() gold ring 'Arenne' 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Mag offense ------ Spellpower +10 (+3 eff.) Damage +15% arcane When Hit 2 arcane defense ------ Resistance +12% temporal Life Regen +7.00 Stun Resist +90% Rings make your fingers look great! |
Around neck | ![]() Limmir's Amulet of the Moon =DmgMod,HpMod= 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Physical Power +12 (+3 eff.) Spellpower +16 (+4 eff.) Damage +19% all When Hit 34 darkness defense ------ Armor +5 Resistance +5% all Healmod +50% other ------- Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
In main hand | ![]() Emelathra the Infernoseam (147% power, 9 apr) =Acc,Def,Disarm-= 1.0 Encumbrance T5 dagger 1H weapon [Rare] Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Cun, 50% Mag, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +8 fire On-crit, radius 2 +20 blight While equipped: Stats +7 Mag offense ------ Damage +9% blight Ignore resists +10% blight Accuracy +15 (+3 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 defense ------ Defense +13 (+3 eff.) Disarm Resist +50% Sharp, short and deadly. |
Around waist | ![]() Mayomina the Flarewisp 1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +2 Str +12 Dex +12 Cun +8 Lck offense ------ Physical Crit +12.0% Mind Crit +15% Spellpower/crit +4 Damage +15% physical Ignore resists +10% fire +14% physical defense ------ Stealth +14 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Disarm Traps +30 Vim-on-crit +2.00 Infravision +5 A belt that goes around your waist. |
In off hand | ![]() Shadewrack the voratun dagger (148% power, 9 apr) =Acc,PhyPen,Disarm-= 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master Weapon Damage 148% Range: 1.0x-1.3x Uses 50% Cun, 50% Mag, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * 20% chance to reduce damage dealt by 23% While equipped: offense ------ Physical Crit +15.0% Critical power +35.00% Damage +9% darkness +3% temporal Ignore resists +14% physical Accuracy +35 (+6 eff.) Ignore Armor +25 defense ------ Defense +11 (+2 eff.) Resistance +9% darkness Disarm Resist +50% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sharp, short and deadly. |
Cloak | ![]() Urthedur (12 def, 4 armour) =PhyMod,Def,Arm= 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +9% mind +30% physical defense ------ Armor +4 Defense +12 (+2 eff.) Physical save +11 (+4 eff.) other ------- Stamina/turn +3.00 Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Rootrigor (4 def, 5 armour) =PhyMod= 2.0 Encumbrance T4 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +8 Mag +5 Wil +2 Cun +1 Con offense ------ Mind Crit +5% Mindpower +9 (+3 eff.) Damage +22% lightning +37% physical +13% darkness +19% cold +9% nature Ignore resists +9% darkness +9% physical defense ------ Armor +5 Defense +4 (+1 eff.) Resistance +6% lightning +13% cold +13% all Crit Resistance 10.00% Physical save +24 (+8 eff.) other ------- Max hate +9.00 See Invisibility +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 2.0 Encumbrance potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 317 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 550 damage for 6 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 44 up to 6 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 62 up to 6 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 31 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (170). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 51 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Unlife -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. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+4 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 180% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+12 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 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." |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 55% Dex, 45% Cun, 50% Mag Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+4 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex, 65% Mag Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 230.25 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex, 50% Mag, 0% Cun Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Cun, 70% Mag, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+5 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +9 (+3 eff.) Damage +20% mind +16% darkness Ignore resists +15% light defense ------ Defense +3 (+1 eff.) Resistance +15% acid +6% light +24% darkness +16% mind Shield Power +11% Physical save +10 (+4 eff.) Mind save +11 (+4 eff.) Life Regen +4.40 other ------- Max psi +35.00 Light +3 A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 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. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 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. |
![]() 1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) When Hit 14 fire defense ------ Resistance +6% blight +7% fire +9% darkness other ------- Light +4 Infravision +5 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 35 blight damage or heals 38 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Plumpkin Plumpkin15.0 Encumbrance T3 plant misc [Plot Item] Unknown While carried: offense ------ Damage +2% all Against +20% Immovable Become the plumpkin. Uses 85 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 834.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 3/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 506 Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 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 xtcufyvigubh the Higher Shadowblade level 31
6th Mirth 123rd year of Ascendancy at 03:34 see stats
By xtcufyvigubh the Higher Shadowblade level 34
18th Dusk 123rd year of Ascendancy at 14:37 see stats
By xtcufyvigubh the Higher Shadowblade level 48
77th Regrowth 124th year of Ascendancy at 19:10 see stats
By xtcufyvigubh the Higher Shadowblade level 33
2nd Summertide 123rd year of Ascendancy at 13:01 see stats
By xtcufyvigubh the Higher Shadowblade level 40
56th Haze 123rd year of Ascendancy at 00:50 see stats
By xtcufyvigubh the Higher Shadowblade level 50
38th Dusk 124th year of Ascendancy at 13:14 see stats
By xtcufyvigubh the Higher Shadowblade level 46
50th Regrowth 124th year of Ascendancy at 09:44 see stats
By xtcufyvigubh the Higher Shadowblade level 37
46th Haze 123rd year of Ascendancy at 18:34 see stats
By xtcufyvigubh the Higher Shadowblade level 36
45th Dusk 123rd year of Ascendancy at 10:02 see stats
By xtcufyvigubh the Higher Shadowblade level 24
78th Regrowth 123rd year of Ascendancy at 03:10 see stats
By xtcufyvigubh the Higher Shadowblade level 27
40th Pyre 123rd year of Ascendancy at 22:27 see stats
By xtcufyvigubh the Higher Shadowblade level 16
1st Decay 122nd year of Ascendancy at 15:45 see stats
By xtcufyvigubh the Higher Shadowblade level 36
46th Dusk 123rd year of Ascendancy at 10:56 see stats
By xtcufyvigubh the Higher Shadowblade level 34
13rd Dusk 123rd year of Ascendancy at 12:12 see stats
By xtcufyvigubh the Higher Shadowblade level 31
4th Mirth 123rd year of Ascendancy at 06:19 see stats
By xtcufyvigubh the Higher Shadowblade level 22
65th Regrowth 123rd year of Ascendancy at 21:37 see stats
By xtcufyvigubh the Higher Shadowblade level 50
27th Dusk 124th year of Ascendancy at 03:25 see stats
By xtcufyvigubh the Higher Shadowblade level 23
73rd Regrowth 123rd year of Ascendancy at 07:12 see stats
By xtcufyvigubh the Higher Shadowblade level 29
67th Pyre 123rd year of Ascendancy at 05:08 see stats
By xtcufyvigubh the Higher Shadowblade level 48
76th Regrowth 124th year of Ascendancy at 09:15 see stats
By xtcufyvigubh the Higher Shadowblade level 50
7th Flare 124th year of Ascendancy at 12:39 see stats
By xtcufyvigubh the Higher Shadowblade level 50
38th Pyre 124th year of Ascendancy at 08:24 see stats
By xtcufyvigubh the Higher Shadowblade level 31
6th Mirth 123rd year of Ascendancy at 23:45 see stats
By xtcufyvigubh the Higher Shadowblade level 10
11st Haze 122nd year of Ascendancy at 15:30 see stats
By xtcufyvigubh the Higher Shadowblade level 20
7th Allure 123rd year of Ascendancy at 14:46 see stats
By xtcufyvigubh the Higher Shadowblade level 30
78th Pyre 123rd year of Ascendancy at 12:10 see stats
By xtcufyvigubh the Higher Shadowblade level 40
55th Haze 123rd year of Ascendancy at 02:18 see stats
By xtcufyvigubh the Higher Shadowblade level 50
8th Pyre 124th year of Ascendancy at 05:55 see stats
By xtcufyvigubh the Higher Shadowblade level 26
26th Pyre 123rd year of Ascendancy at 20:20 see stats
By xtcufyvigubh the Higher Shadowblade level 50
2nd Flare 124th year of Ascendancy at 20:55 see stats
By xtcufyvigubh the Higher Shadowblade level 20
27th Regrowth 123rd year of Ascendancy at 02:46 see stats
By xtcufyvigubh the Higher Shadowblade level 49
8th Pyre 124th year of Ascendancy at 05:26 see stats
By xtcufyvigubh the Higher Shadowblade level 44
11st Regrowth 124th year of Ascendancy at 06:28 see stats
By xtcufyvigubh the Higher Shadowblade level 35
36th Dusk 123rd year of Ascendancy at 21:50 see stats
By xtcufyvigubh the Higher Shadowblade level 37
46th Dusk 123rd year of Ascendancy at 16:02 see stats
By xtcufyvigubh the Higher Shadowblade level 50
27th Dusk 124th year of Ascendancy at 03:24 see stats
By xtcufyvigubh the Higher Shadowblade level 11
15th Haze 122nd year of Ascendancy at 07:37 see stats
By xtcufyvigubh the Higher Shadowblade level 50
2nd Flare 124th year of Ascendancy at 02:02 see stats
By xtcufyvigubh the Higher Shadowblade level 20
43rd Regrowth 123rd year of Ascendancy at 01:54 see stats
By xtcufyvigubh the Higher Shadowblade level 50
27th Dusk 124th year of Ascendancy at 03:25 see stats
By xtcufyvigubh the Higher Shadowblade level 50
27th Dusk 124th year of Ascendancy at 03:09 see stats
By xtcufyvigubh the Higher Shadowblade level 8
5th Haze 122nd year of Ascendancy at 10:37 see stats
By xtcufyvigubh the Higher Shadowblade level 41
80th Haze 123rd year of Ascendancy at 20:55 see stats
By xtcufyvigubh the Higher Shadowblade level 20
42nd Regrowth 123rd year of Ascendancy at 01:32 see stats
By xtcufyvigubh the Higher Shadowblade level 22
66th Regrowth 123rd year of Ascendancy at 11:39 see stats
By xtcufyvigubh the Higher Shadowblade level 15
60th Haze 122nd year of Ascendancy at 14:21 see stats
By xtcufyvigubh the Higher Shadowblade level 32
9th Mirth 123rd year of Ascendancy at 14:45 see stats
Log
Linaniil, Supreme Archmage of Angolwen rearms.
Linaniil, Supreme Archmage of Angolwen stops bleeding.
Linaniil, Supreme Archmage of Angolwen is free from the illness.
Linaniil, Supreme Archmage of Angolwen is not stunned anymore.
Linaniil, Supreme Archmage of Angolwen feels pain again.
Linaniil, Supreme Archmage of Angolwen's Pacification Hex is disrupted by her wounds!
xtcufyvigubh performs a melee critical strike against Linaniil, Supreme Archmage of Angolwen!
xtcufyvigubh hits Linaniil, Supreme Archmage of Angolwen for 1293 physical, 8 fire, 23 darkness, 75 darkness, 23 blight, 984 physical, 23 darkness, 75 darkness (2503 total damage).
Xtcufyvigubh is no longer out of phase.
Talent Shadowstep is ready to use.
Your time shield crumbles under the damage!
The fabric of time around xtcufyvigubh stabilizes to normal.
The powerful time-altering energies generate a restoration field on xtcufyvigubh.
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits xtcufyvigubh for (334 to time), 368 arcane (368 total damage).
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Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Hotkey page 7 is now displayed.
Hotkey page 1 is now displayed.
Xtcufyvigubh activates her Rod of Spydric Poison!
Linaniil, Supreme Archmage of Angolwen is poisoned and cannot move!
xtcufyvigubh hits Linaniil, Supreme Archmage of Angolwen for 109 nature damage.
Linaniil, Supreme Archmage of Angolwen casts Orb of Thaumaturgy.
Spydric Poison from Xtcufyvigubh hits Linaniil, Supreme Archmage of Angolwen for 117 nature damage.
Linaniil, Supreme Archmage of Angolwen casts Orb of Thaumaturgy.
Linaniil, Supreme Archmage of Angolwen surges with arcane power!
Elemental Surge hits xtcufyvigubh for 327 arcane damage.
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits xtcufyvigubh for 703 arcane damage.
xtcufyvigubh the level 50 higher shadowblade was energised to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.