












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! Gunsnixed Lite 1.7.0Increases the minimum spawn level of Gunsnake from the Embers of Rage DLC (required) from 8 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 50 / 3239% |
| Size | medium |
| Lifes / Deaths | Killed by 3-headed hydra (wild summon) at level 50 on the 43rd Dusk 123rd year of Ascendancy at 00:46 6 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 32 (base 7) |
| Dexterity | 139 (base 60) |
| Constitution | 64 (base 30) |
| Magic | 24 (base 10) |
| Willpower | 107 (base 60) |
| Cunning | 129 (base 61) |
Resources
| Life | 1731/1731 |
| Psi | 207/207 |
| Stamina | 484/484 |
| Equilibrium | 50 |
| Healing Factor | 1.3493965053824 |
| Regeneration | 30.355047515227 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41.87564008159% |
| Spell | 0% |
| Global | +124.97705321814% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 13 |
| See Stealth | 54.659989316525 |
| See Invisible | 54.659989316525 |
Offense: Mainhand
| Damage | 232 |
| Accuracy | 83 |
| Crit Chance | 88% |
| APR | 51 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +22% |
| Arcane | +31% |
| Mind | +28% |
| All | +7% |
| Darkness | +16% |
| Light | +22% |
| Temporal | +10% |
| Physical | +28% |
| Fire | +17% |
| Nature | +64% |
Offense: Damage Penetration
| Acid | +35% |
| Physical | +24% |
| Mind | +34% |
| All | +14% |
| Darkness | +24% |
| Light | +24% |
| Temporal | +34% |
| Fire | +49% |
| Nature | +81% |
Defense: Base
| Armour (hardiness) | 77.913787818333 (100%) |
| Defense | 107 |
| Ranged Defense | 110 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 41 |
| Mental Save | 77 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 44%( 70%) |
| Arcane | + 29%( 70%) |
| Mind | + 48%( 70%) |
| All | + 25%( 70%) |
| Darkness | + 64%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 56%( 70%) |
| Physical | + 28%( 70%) |
| Lightning | + 42%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Bleed Resistance | 10% |
| Confusion Resistance | 100% |
| Knockback Resistance | 0% |
| Stun Resistance | 100% |
| Poison Resistance | 50% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1051% 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. |
| 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 physical effect and reduce all damage taken by 42% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -857 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 857 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 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 effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 839% 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. |
Class Talents
| Technique / Tireless Combatant | 1.60 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Technique / Buckler Training | 1.60 |
| 4/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Cunning / Poisons | 1.80 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Technique / Skirmisher - Slings | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.60 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Crippling Poison |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Skate |
| talent | Elemental Harmony |
| talent | Pace Yourself |
| talent | Volatile Poison |
| talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Arowe the skeleton master archer. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Adylle the orc warrior. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3629. | 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. You have been shown a secret entrance to his stronghold. * 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+0 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | pouch of voratun shots 'Winterquench' (22/22, 68-82 power, 6 apr)3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 68.5 - 82.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +25 Apr +6 Crit +22.0% Capacity 22 Ranged+ +38 physical +24 cold On Hit: * 24 arcane resource burn * 24% chance to slow global speed by 68% * 24% chance to reduce all saves and defense by 39 * 20% chance to create vines that bind the target to the ground dealing 269 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 269 physical damage On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Umbrawrack the dwarven lantern1.0 T5 lite [Random Unique] Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +6.0% Crit.mult +17.00% Phys.pwr +10 (+3 eff.) Dmg.mod +9% darkness +3% temporal Res.pen +10% darkness +20% temporal ----- def ----- Resists +9% darkness +9% temporal Max.HP +142.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Isluthra' (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +1 Str +10 Dex +3 Mag +10 Con dps ---------- Spell.crit +4% Res.pen +10% physical ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +19% mind +5% arcane +18% darkness Mind.save +27 (+6 eff.) Confus- +50% ---------- misc Infravis +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 224.01 arcane damage and stunned). Uses 82 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Harion the Blazecutter [power 270] (21 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.crit +8.0% ----- def ----- Defense +30 (+5 eff.) Resists +9% lightning +12% temporal Phys.save +9 (+3 eff.) Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 780 Base Damage: 323 Armor: 30 All Resist: 24 Puts all charms on 21 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Velyrelaith the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Str +9 Dex +6 Con dps ---------- Phys.pwr +37 (+10 eff.) Dmg.mod +15% blight ----- def ----- Armour +20 Max.HP +123.29 Confus- +25% ---------- misc Stam/turn +3.70 Rings make your fingers look great! |
| On fingers | Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around neck | Duvodrahek the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Phys.pwr +15 (+4 eff.) Mov.spd +10% Dmg.mod +21% physical ----- def ----- Defense +25 (+4 eff.) Fatigue -6% Phys.save +12 (+4 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +30.00 Amulets make your neck look great! |
| In main hand | Beryromikhad the Dimtickler4.0 T5 sling 1H weapon [Random Unique] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +40 acid +82 fire +44 nature +4 mind While equipped: Stats +7 Dex dps ---------- All.spd +9% Dmg.mod +6% mind Res.pen +21% acid +25% fire +22% nature +14% all Acc +25 (+5 eff.) Apr +30 On Hit (Ranged): * 10% chance to reduce damage dealt by 32% ----- def ----- Mind.save +18 (+4 eff.) HP.reg +4.73 Cut- +10% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | drakeskin leather belt 'Chuldir'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +6 Cun +10 Lck dps ---------- Phys.crit +5.0% Mind.crit +2% Crit.mult +25.00% Phys.pwr +6 (+2 eff.) Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Resists +14% lightning +21% temporal +6% nature Stealth +13 ---------- misc T.Disarm +26 Infravis +6 A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+3 eff.) Rng.Def +17 (+2 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 96.30 to 120.37 light damage (based on Willpower and Cunning). Uses 10 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+3 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | Offalgrit the drakeskin leather armour (30 def, 15 armour)9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Dex +12 Wil +16 Cun dps ---------- Dmg.mod +12% nature +24% arcane Melee Ret 4 nature ----- def ----- Armour +15 Defense +30 (+5 eff.) Fatigue +8% Resists +26% blight +10% darkness Mind.save +25 (+5 eff.) ---------- misc Light +1 A suit of armour made of leather. |
Inventory
heroism infusion of the sneak (die at -938; dur 7; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -938 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 938 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
wild infusion of the sneak (res 44%; physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 44% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the titan (res 32%; mental, physical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the titan (res 31%; physical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (res 22%; mental, physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.2 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 375.05 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Orb of Many Ways1.0 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. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -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. |
Islylevena the drakeskin leather sling4.0 T5 sling 1H weapon [Random Unique] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +45 lightning +45 cold While equipped: Stats +7 Str +3 Dex +15 Wil +4 Cun +14 Con dps ---------- Phys.pwr +15 (+4 eff.) Mov.spd +45% Res.pen +25% lightning +19% cold +15% all Acc +25 (+5 eff.) Apr +15 ----- def ----- Resists +12% acid +6% darkness +9% light Max.HP +110.00 Slings are used to hurl stones or metal shots at your foes. |
Nithan's Force4.0 T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 5.2 Pwr.cost 14 out of 16/16. Range 10 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 222% 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... |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+11 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +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." |
Berulathad1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +5.0% Mind.crit +1% Crit.mult +33.00% Phys.pwr +5 (+2 eff.) Dmg.mod +12% mind ----- def ----- Armour +6 Defense +14 (+2 eff.) Phys.save +25 (+8 eff.) Max.HP +52.00 A belt that goes around your waist. |
Adudakira the Coalpulverizer (18 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +22 Dex +3 Wil +4 Cun +12 Lck dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Apr +13 On Hit (Melee): * 20% chance to reduce damage dealt by 32% ----- def ----- Armour +5 Defense +18 (+3 eff.) Resists +9% darkness Stealth +15 ---------- misc Psi/ret +0.16 A pair of boots made of leather. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 41 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
523 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lorithad (dig speed 5 turns)3.0 T5 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +3 Str dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +10% mind +7% fire ----- def ----- Armour +3 Defense +7 (+1 eff.) Resists +8% physical Spell.save +3 (+1 eff.) Mind.save +11 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 66 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 7.34 cold damage and 8.79 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Demonic Orb of Many Ways1.0 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 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 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 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 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
7 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 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)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 485.44 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 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. |
Veleriawen the Taintquill (21/21, 84-100 power, 6 apr)3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 83.5 - 100.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +21.0% Capacity 21 Ranged+ +8 acid +38 physical +20 nature +16 light On Hit.r1 +8 acid +4 light +4 nature On Crit.r2 +16 nature On Hit: * 10 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 269 physical damage On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
6 diamond0.0 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. |
8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Seymour the Cornac Skirmisher level 39
16th Pyre 123rd year of Ascendancy at 11:45 see stats
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Seymour the Cornac Skirmisher level 43
42nd Pyre 123rd year of Ascendancy at 09:22 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Seymour the Cornac Skirmisher level 50
44th Dusk 123rd year of Ascendancy at 08:14 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Seymour the Cornac Skirmisher level 41
18th Pyre 123rd year of Ascendancy at 17:32 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Seymour the Cornac Skirmisher level 18
56th Dusk 122nd year of Ascendancy at 20:15 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Seymour the Cornac Skirmisher level 48
64th Pyre 123rd year of Ascendancy at 11:02 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Seymour the Cornac Skirmisher level 48
68th Pyre 123rd year of Ascendancy at 12:40 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Seymour the Cornac Skirmisher level 50
36th Dusk 123rd year of Ascendancy at 01:45 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Seymour the Cornac Skirmisher level 46
61st Pyre 123rd year of Ascendancy at 17:49 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Seymour the Cornac Skirmisher level 14
18th Dusk 122nd year of Ascendancy at 19:31 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Seymour the Cornac Skirmisher level 50
76th Pyre 123rd year of Ascendancy at 06:00 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Seymour the Cornac Skirmisher level 45
59th Pyre 123rd year of Ascendancy at 00:05 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Seymour the Cornac Skirmisher level 33
5th Regrowth 123rd year of Ascendancy at 20:26 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Seymour the Cornac Skirmisher level 35
51st Regrowth 123rd year of Ascendancy at 04:24 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Seymour the Cornac Skirmisher level 50
43rd Haze 123rd year of Ascendancy at 13:44 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Seymour the Cornac Skirmisher level 22
19th Haze 122nd year of Ascendancy at 06:15 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Seymour the Cornac Skirmisher level 32
56th Haze 122nd year of Ascendancy at 20:02 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Seymour the Cornac Skirmisher level 43
56th Pyre 123rd year of Ascendancy at 23:01 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Seymour the Cornac Skirmisher level 50
26th Haze 123rd year of Ascendancy at 21:12 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Seymour the Cornac Skirmisher level 50
76th Pyre 123rd year of Ascendancy at 08:04 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Seymour the Cornac Skirmisher level 31
48th Haze 122nd year of Ascendancy at 13:36 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Seymour the Cornac Skirmisher level 50
68th Pyre 123rd year of Ascendancy at 18:10 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Seymour the Cornac Skirmisher level 31
44th Haze 122nd year of Ascendancy at 23:46 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Seymour the Cornac Skirmisher level 10
2nd Summertide 122nd year of Ascendancy at 18:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Seymour the Cornac Skirmisher level 20
1st Time of Equilibrium 122nd year of Ascendancy at 18:31 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Seymour the Cornac Skirmisher level 30
35th Haze 122nd year of Ascendancy at 05:01 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Seymour the Cornac Skirmisher level 40
17th Pyre 123rd year of Ascendancy at 06:09 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Seymour the Cornac Skirmisher level 50
68th Pyre 123rd year of Ascendancy at 17:00 see stats
Lucky Girl (Insane (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Seymour the Cornac Skirmisher level 32
61st Haze 122nd year of Ascendancy at 07:28 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Seymour the Cornac Skirmisher level 42
25th Pyre 123rd year of Ascendancy at 02:08 see stats
Oozemancer (Insane (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Seymour the Cornac Skirmisher level 43
32nd Pyre 123rd year of Ascendancy at 13:11 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Seymour the Cornac Skirmisher level 50
14th Haze 123rd year of Ascendancy at 22:07 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Seymour the Cornac Skirmisher level 50
1st Haze 123rd year of Ascendancy at 12:00 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Seymour the Cornac Skirmisher level 32
2nd Wintertide 123rd year of Ascendancy at 19:28 see stats
Santassacre! (Insane (Adventure) difficulty)
Killed the little helper elves after saving them!By Seymour the Cornac Skirmisher level 42
25th Pyre 123rd year of Ascendancy at 02:36 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Seymour the Cornac Skirmisher level 30
36th Haze 122nd year of Ascendancy at 12:42 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Seymour the Cornac Skirmisher level 33
5th Regrowth 123rd year of Ascendancy at 08:25 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Seymour the Cornac Skirmisher level 23
22nd Haze 122nd year of Ascendancy at 14:44 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Seymour the Cornac Skirmisher level 45
59th Pyre 123rd year of Ascendancy at 01:15 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Seymour the Cornac Skirmisher level 50
43rd Haze 123rd year of Ascendancy at 13:43 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Seymour the Cornac Skirmisher level 10
4th Dusk 122nd year of Ascendancy at 09:04 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Seymour the Cornac Skirmisher level 50
72nd Dusk 123rd year of Ascendancy at 03:10 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Seymour the Cornac Skirmisher level 34
34th Regrowth 123rd year of Ascendancy at 00:50 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Seymour the Cornac Skirmisher level 43
57th Pyre 123rd year of Ascendancy at 01:58 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Seymour the Cornac Skirmisher level 18
49th Dusk 122nd year of Ascendancy at 17:31 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Seymour the Cornac Skirmisher level 50
2nd Summertide 123rd year of Ascendancy at 04:07 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Seymour the Cornac Skirmisher level 34
33rd Regrowth 123rd year of Ascendancy at 13:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Seymour the Cornac Skirmisher level 24
28th Haze 122nd year of Ascendancy at 00:45 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Seymour the Cornac Skirmisher level 17
48th Dusk 122nd year of Ascendancy at 18:07 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Seymour the Cornac Skirmisher level 40
18th Pyre 123rd year of Ascendancy at 08:33 see stats
Log
Saving game...
Saving done.
Seymour slows down.
Today is the 61st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 13:00.
Seymour feels pain again.
Today is the 62nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
Talent Infusion: Wild is ready to use.
Talent Infusion: Movement is ready to use.
Today is the 63rd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 64th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
There is a Way into a strange lush forest here (press '' or right click to use).
Today is the 65th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:35.
Today is the 66th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:43.
Today is the 67th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Today is the 68th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 69th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Today is the 70th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:41.
Today is the 71st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:50.
Today is the 72nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
Today is the 73rd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
Today is the 74th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:28.
There is a Portal to the Bearscape here (press '' or right click to use).
Today is the 75th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Ran for 108 turns (stop reason: interesting terrain).







































































































