
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. 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:
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.
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Quick Transmo Chest Management 1.6.7Adds a new key bind to transmogrify things faster. Currently, hitting the key on an item in the transmog chest puts it into your normal inventory, while hitting the key on an item in your normal inventory immediately transmogs it with no confirmation. The key bind only works if you have a transmog chest and only if the selected item is transmog-able. I got annoyed at how slow transmog is and made this. I'll probably make its behavior configurable in a future update. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Skirmisher |
| Level / Exp | 50 / 2467% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 64 (base 15) |
| Dexterity | 92 (base 60) |
| Constitution | 39 (base 17) |
| Magic | 78 (base 60) |
| Willpower | 73 (base 35) |
| Cunning | 97 (base 60) |
Resources
| Life | 1750/1750 |
| Stamina | 438/438 |
| Healing Factor | 2.026254336803 |
| Regeneration | 131.78800103067 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 49.108964337246 |
| See Invisible | 49.108964337246 |
Offense: Mainhand
| Damage | 271 |
| Accuracy | 83 |
| Crit Chance | 103% |
| APR | 33 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +52% |
| Fire | +36% |
| Temporal | +19% |
| Blight | +32% |
| Arcane | +20% |
| Cold | +10% |
| All | +7% |
Offense: Damage Penetration
| Arcane | +50% |
| Physical | +65% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 57.683544434606 (72.49208891575%) |
| Defense | 86 |
| Ranged Defense | 86 |
| Fatigue | 0 |
| Physical Save | 67 |
| Spell Save | 80 |
| Mental Save | 82 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Blight | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 44%( 70%) |
| All | + 37%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 58%( 70%) |
| Temporal | + 69%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Mind | + 62%( 70%) |
Defense: Immunities
| Pinning Resistance | 30% |
| Silence Resistance | 70% |
| Confusion Resistance | 100% |
| Knockback Resistance | 40% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 847% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 226 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 4/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cunning / Called Shots | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Pace Yourself |
| talent | Counter Shot |
| talent | Numbing Poison |
| talent | Crippling Poison |
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 failed to protect the injured seer from death by brown bear. Escort: injured seer (level 3 of Norgos Lair) | failed |
You failed to protect the lost defiler from death by onilug. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Eilinavea the orc assassin. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by fire drake. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by skeleton master archer. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You failed to protect the lost tinker from death by skeleton warrior. Escort: lost tinker (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Belybeth the snow giant. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by quasit. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by large white snake. Escort: temporal explorer (level 3 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2607. | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. 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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 'Xeranne' (0 def, 13 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +6 Wil defense ------ Armor +13 Fatigue +4% Resistance +3% darkness Physical save +13 (+3 eff.) Spell save +15 (+3 eff.) Mind save +13 (+3 eff.) Unlife -83.52 life Disease Resist +21% Silence Resist +44% Confus Resist +53% Stun Resist +50% Knockbk Resist +10% other ------- Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of voratun shots 'Freezevagrant' (49/49, 199% power, 26 apr) =BIG DEEPS=3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master Weapon Damage 200% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +26 Critical Rate +30.0% Capacity 49 Auto Reload 3 Projectile Speed +200% On-ranged-hit +8 acid +20 cold On-Hit, radius 1 +4 acid On-crit, radius 2 +12 cold On Critical: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Cyrada1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +7 Cun +3 Wil defense ------ Armor +6 Resistance +9% temporal +21% darkness +12% light Spell save +18 (+3 eff.) Mind save +24 (+5 eff.) Blind Resist +26% Silence Resist +26% other ------- Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Torchdream the drakeskin leather cap (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Dex +6 Wil +3 Cun offense ------ Physical Power +10 (+2 eff.) Damage +3% fire Ignore Armor +7 When Hit 8 cold 2 nature 6 fire On-Hit (Melee): * 10% chance to slow global speed by 58% defense ------ Armor +5 Fatigue +5% Resistance +11% acid +14% physical +18% fire +11% cold +13% lightning Physical save +10 (+2 eff.) A cap made of leather. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Lightningdredge [power 155] (21 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Critical power +20.69% When Hit 10 lightning 10 blight On-Hit (Melee): * 21% chance to slow global speed by 58% defense ------ Resistance +16% temporal other ------- Mana-on-crit +2.07 Setup a psionic shield, reducing all damage taken by 155 for 5 turns Puts all charms on 21 turn cooldown 100% to heal for 110. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +2 Wil offense ------ Damage +17% fire defense ------ Resistance +12% acid +34% fire Life +161.00 Life Regen +28.00 Healmod +36% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.20 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Phoenixwrack the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con offense ------ Damage +12% temporal +3% cold +9% fire When Hit 4 fire defense ------ Resistance +15% temporal +3% fire Spell save +19 (+4 eff.) Life +75.00 Life Regen +26.00 Healmod +20% Stun Resist +50% other ------- Max stamina +35.00 Rings make your fingers look great! |
| Around neck | Adoldatta0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +10% arcane defense ------ Defense +20 (+4 eff.) Resistance +4% physical +12% light +9% blight +17% mind +12% temporal Spell save +12 (+2 eff.) Confus Resist +38% Amulets make your neck look great! |
| In main hand | Nithan's Force4.0 Encumbrance T5 sling 1H weapon [Unique] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 4.0 Power cost 14 out of 16/16. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% 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 | drakeskin leather belt 'Flashbreak'1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +16 Dex +6 Wil +11 Cun offense ------ Physical Crit +12.0% Mind Crit +14% Physical Power +15 (+3 eff.) Ignore resists +10% physical When Hit 4 physical defense ------ Resistance +3% lightning +10% light +10% darkness Physical save +18 (+4 eff.) Spell save +15 (+3 eff.) Mind save +11 (+2 eff.) A belt that goes around your waist. |
| In off hand | Beligarion (0 def, 12 armour, 184% power, 234 block)7.0 Encumbrance T5 shield armor [Random Unique] Master/Psionic When used to Attack: Weapon Damage 184% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +234 On-hit +22 physical On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Wil offense ------ Physical Crit +18.0% Physical Power +12 (+3 eff.) Accuracy +15 (+3 eff.) defense ------ Armor +12 Fatigue +8% Resistance +6% blight +35% physical +6% darkness Windwall +91 Slow Projectiles +29% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Xerolemira the elven-silk cloak (3 def, 2 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +3 Con offense ------ Spell Crit +5% Critical power +44.88% Physical Power +31 (+7 eff.) Spellpower +9 (+3 eff.) Damage +13% arcane Ignore resists +15% arcane Accuracy +32 (+7 eff.) defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue -10% Resistance +6% mind Life +65.00 other ------- Max mana +100.00 Max stamina +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Eilinunn' (10 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Dex offense ------ Critical power +15.00% Damage +25% blight Ignore resists +15% physical Accuracy +15 (+3 eff.) defense ------ Defense +10 (+2 eff.) Resistance +44% blight +18% darkness +17% mind +15% all Physical save +20 (+5 eff.) Spell save +18 (+3 eff.) Mind save +39 (+8 eff.) Life +82.00 Life Regen +4.90 Healmod +25% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the sneak (heal 252; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 252 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 737%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 737% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 743%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 743% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 716%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 716% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 592%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 416; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 416 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 35%; magical, physical; dur 2; cd 14)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 cure yourself of one random magical and physical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
Elixir of Invulnerability2.0 Encumbrance potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 490 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Unflinching Eye0.1 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 50 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. |
Orb of Many Ways1.0 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. |
Dawnravage the voratun ring =reroll=0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +1 Dex +8 Con offense ------ Physical Power +12 (+3 eff.) Damage +18% acid Ignore resists +5% light Accuracy +10 (+2 eff.) defense ------ Armor +8 Resistance +13% blight +9% light +12% nature +36% acid Poison Resist +25% Disease Resist +22% other ------- Light +1 Rings make your fingers look great! |
Elemental Fury =ele=0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of the Archlich0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+2 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+1 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead =ded=0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 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. |
Writhing Ring of the Hunter =prod=0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Spellcrusher (139% power, 4 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Nature/Disrupt Weapon Damage 139% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +4.0% Attack Speed 100% On-hit +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con offense ------ Damage +25% nature defense ------ Spell save +15 (+3 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Eldoral Last Resort4.0 Encumbrance T3 sling 1H weapon [Unique] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Lisamira the drakeskin leather sling =reroll=4.0 Encumbrance T5 sling 1H weapon [Random Unique] Nature/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Attack Speed 100% Range +10 On-ranged-hit +20 arcane While equipped: Stats +19 Str +15 Dex +12 Mag +8 Wil +10 Cun +11 Con offense ------ Physical Power +13 (+3 eff.) other ------- Reload +2 Vim-on-crit +2.00 Max vim +30.00 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)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 (+14 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 164 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." |
Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.2 Power cost 25 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 37% chance to evade melee and ranged attacks and 53 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Jetseam =reroll=1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +11 Mag +9 Wil +2 Cun +5 Con offense ------ Ignore resists +15% darkness defense ------ Resistance +15% fire +14% cold Mind save +13 (+3 eff.) Life +72.00 other ------- Mana/turn +0.60 Max mana +50.00 See Invisibility +6 A belt that goes around your waist. |
spiritwalker's hardened leather belt of unlife =water=1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +5 Mag defense ------ Resistance +5% blight other ------- Mana/turn +0.27 Max mana +29.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Khelytolen the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +3 Str offense ------ Spell Crit +3% Critical power +15.00% Ignore resists +25% physical Ignore Armor +11 defense ------ Defense +2 (+1 eff.) Unlife -80.00 life Life +48.00 other ------- Mana-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour) =global=2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 68% (based on Cunning). Uses 41 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Hand of the World-Shaper (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag offense ------ Spell Crit +10% Spellpower +10 (+3 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Weapon Damage 149% Range: 1.0x-1.4x Uses 40% Str, 40% Dex, 60% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On-Hit, radius 1 +50 gravity On-crit, radius 2 +30 gravity pin On Hit: 15% Earthen Missiles level 5 Earthquake: Effective talent level: 4.0 Power cost 25 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 71.01 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Helm of Knowledge (0 def, 12 armour)3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +15% light +15% mind +10% arcane Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 17 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Shieldsmaiden (5 def, 20 armour, 159% power, 150 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 50% Mag, 100% Str Damage Ice Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +8.0% Block +150 On Hit: 15% Ice Shards level 3 While equipped: defense ------ Armor +20 Defense +5 (+1 eff.) Ranged Defense +12 (+3 eff.) Fatigue +10% Resistance +25% cold +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Temporal Rift (8 def, 4 armour, 161% power, 325 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 162% Range: 1.0x-1.2x Uses 70% Mag, 100% Str Damage Temporal Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: offense ------ Spellpower +12 (+4 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+4 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Isydarin (dig speed 8 turns) =dig=3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +3 Str +6 Wil +9 Cun offense ------ Critical power +10.00% Spellpower/crit +6 Accuracy +20 (+4 eff.) defense ------ Armor +4 Defense +7 (+2 eff.) Resistance +9% physical other ------- Mana-on-crit +2.00 Infravision +11 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) =dig=3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Damage +0% physical Ignore resists +10% physical defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Life +50.00 other ------- Masteries +0.00(-) Race/Dwarf While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 25 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 71.01 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Mummified Egg-sac of Ungolë =spood=2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
alchemist's lamp 'Galerock'1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: offense ------ Damage +6% lightning Ignore resists +8% all Ignore Armor +8 defense ------ Resistance +5% arcane +6% temporal Physical save +11 (+2 eff.) Spell save +9 (+2 eff.) Healmod +15% other ------- Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Demonic Orb of Many Ways1.0 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. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Rod of Spydric Poison (1/1) =rod=2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 547.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Hathirehor the Chillsmasher [power 91] (21 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +5 Str +3 Dex +5 Wil offense ------ Damage +18% cold defense ------ Crit Resistance 15.00% Setup a psionic shield, reducing all damage taken by 91 for 5 turns Puts all charms on 21 turn cooldown 100% to gain a 24% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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 (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Dwarf Skirmisher the Dwarf Skirmisher level 37
24th Stralite 123rd year of Ascendancy at 00:55 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dwarf Skirmisher the Dwarf Skirmisher level 50
13rd Iron 124th year of Ascendancy at 09:30 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Dwarf Skirmisher the Dwarf Skirmisher level 37
22nd Stralite 123rd year of Ascendancy at 04:23 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Dwarf Skirmisher the Dwarf Skirmisher level 42
11st Voratun 123rd year of Ascendancy at 05:57 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Dwarf Skirmisher the Dwarf Skirmisher level 49
37th Dearth 123rd year of Ascendancy at 09:44 see stats
Bad Driver (Insane (Roguelike) difficulty)
Failed to save any escorted adventurers.By Dwarf Skirmisher the Dwarf Skirmisher level 38
40th Stralite 123rd year of Ascendancy at 17:36 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Dwarf Skirmisher the Dwarf Skirmisher level 41
5th Voratun 123rd year of Ascendancy at 02:39 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dwarf Skirmisher the Dwarf Skirmisher level 19
8th Wealth 122nd year of Ascendancy at 05:17 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Dwarf Skirmisher the Dwarf Skirmisher level 50
18th Steel 124th year of Ascendancy at 20:08 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Dwarf Skirmisher the Dwarf Skirmisher level 39
45th Stralite 123rd year of Ascendancy at 07:25 see stats
Dethroned (Insane (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Dwarf Skirmisher the Dwarf Skirmisher level 50
33rd Stralite 124th year of Ascendancy at 11:08 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Dwarf Skirmisher the Dwarf Skirmisher level 30
8th Steel 123rd year of Ascendancy at 20:53 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Dwarf Skirmisher the Dwarf Skirmisher level 50
14th Stralite 124th year of Ascendancy at 01:20 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dwarf Skirmisher the Dwarf Skirmisher level 23
2nd Dearth 122nd year of Ascendancy at 02:45 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dwarf Skirmisher the Dwarf Skirmisher level 35
42nd Steel 123rd year of Ascendancy at 11:12 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Dwarf Skirmisher the Dwarf Skirmisher level 31
10th Steel 123rd year of Ascendancy at 16:51 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Dwarf Skirmisher the Dwarf Skirmisher level 50
9th Stralite 124th year of Ascendancy at 11:18 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dwarf Skirmisher the Dwarf Skirmisher level 36
17th Gold 123rd year of Ascendancy at 19:02 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dwarf Skirmisher the Dwarf Skirmisher level 10
1st Acquisition 122nd year of Ascendancy at 16:38 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dwarf Skirmisher the Dwarf Skirmisher level 20
16th Wealth 122nd year of Ascendancy at 18:45 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Dwarf Skirmisher the Dwarf Skirmisher level 30
14th Iron 123rd year of Ascendancy at 01:01 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Dwarf Skirmisher the Dwarf Skirmisher level 40
45th Stralite 123rd year of Ascendancy at 07:25 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Dwarf Skirmisher the Dwarf Skirmisher level 50
22nd Loss 123rd year of Ascendancy at 07:17 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Dwarf Skirmisher the Dwarf Skirmisher level 50
7th Stralite 124th year of Ascendancy at 08:00 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Dwarf Skirmisher the Dwarf Skirmisher level 50
7th Stralite 124th year of Ascendancy at 14:04 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Dwarf Skirmisher the Dwarf Skirmisher level 29
1st Shortage 122nd year of Ascendancy at 18:45 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Dwarf Skirmisher the Dwarf Skirmisher level 50
19th Steel 124th year of Ascendancy at 20:36 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Dwarf Skirmisher the Dwarf Skirmisher level 30
7th Steel 123rd year of Ascendancy at 08:20 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dwarf Skirmisher the Dwarf Skirmisher level 29
5th Iron 123rd year of Ascendancy at 02:22 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Dwarf Skirmisher the Dwarf Skirmisher level 40
45th Stralite 123rd year of Ascendancy at 12:49 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Dwarf Skirmisher the Dwarf Skirmisher level 5
18th Voratun 122nd year of Ascendancy at 21:11 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Dwarf Skirmisher the Dwarf Skirmisher level 50
14th Stralite 124th year of Ascendancy at 01:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dwarf Skirmisher the Dwarf Skirmisher level 10
1st Acquisition 122nd year of Ascendancy at 17:54 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Dwarf Skirmisher the Dwarf Skirmisher level 50
6th Stralite 124th year of Ascendancy at 19:40 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dwarf Skirmisher the Dwarf Skirmisher level 29
14th Iron 123rd year of Ascendancy at 01:01 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Dwarf Skirmisher the Dwarf Skirmisher level 41
7th Voratun 123rd year of Ascendancy at 07:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dwarf Skirmisher the Dwarf Skirmisher level 12
10th Profit 122nd year of Ascendancy at 16:09 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Dwarf Skirmisher the Dwarf Skirmisher level 25
27th Dearth 122nd year of Ascendancy at 06:08 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Dwarf Skirmisher the Dwarf Skirmisher level 44
9th Profit 123rd year of Ascendancy at 01:14 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Dwarf Skirmisher the Dwarf Skirmisher level 29
13rd Iron 123rd year of Ascendancy at 01:32 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dwarf Skirmisher the Dwarf Skirmisher level 22
22nd Wealth 122nd year of Ascendancy at 17:56 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dwarf Skirmisher the Dwarf Skirmisher level 15
25th Profit 122nd year of Ascendancy at 18:18 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dwarf Skirmisher the Dwarf Skirmisher level 36
21st Stralite 123rd year of Ascendancy at 01:10 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Dwarf Skirmisher the Dwarf Skirmisher level 50
31st Stralite 124th year of Ascendancy at 14:14 see stats
Log
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Space around you starts to dissolve...
--------------------------------
Saving done.
Resting starts...
You are yanked out of this place!
Rested for 39 turns (stop reason: saving).
There is a teleportation circle to the surface 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.
Resting starts...
Rested for 1 turns (stop reason: saving).
Saving game...
Saving done.
Saving game...
--------------------------------
Saving done.
--------------------------------
Resting starts...
Rested for 105 turns (stop reason: all resources and life at maximum).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
--------------------------------
There is a teleportation circle to the surface here (press '' or right click to use).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).









































































































