








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 50 / 2000% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 107 (base 60) |
| Dexterity | 121 (base 65) |
| Constitution | 85 (base 15) |
| Magic | 27 (base 13) |
| Willpower | 72 (base 36) |
| Cunning | 97 (base 66) |
Resources
| Psi | 152/152 |
| Life | 1668/1668 |
| Steam | 40/100 |
| Stamina | 337/337 |
| Equilibrium | 0 |
| Healing Factor | 2.5 |
| Regeneration | 196.625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +87.64892493468% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 13 |
| Lite | 14.54964786986 |
| Infravision | 24 |
| See Stealth | 83.453904713697 |
| See Invisible | 98.453904713697 |
Offense: Mainhand
| Damage | 260 |
| Accuracy | 105 |
| Crit Chance | 118% |
| APR | 105 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +39% |
| Light | +23% |
| Nature | +100% |
| Blight | +20% |
| Physical | +57% |
| Mind | +17% |
| All | +14% |
Offense: Damage Penetration
| Physical | +82% |
| Acid | +66% |
| Nature | +84% |
| All | +37% |
Defense: Base
| Armour (hardiness) | 91 (89.987013568881%) |
| Defense | 89 |
| Ranged Defense | 89 |
| Fatigue | 0 |
| Physical Save | 66 |
| Spell Save | 48 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 64%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 44%( 70%) |
| Cold | + 54%( 70%) |
| All | + 40%( 70%) |
| Darkness | + 70%( 70%) |
| Physical | + 68%( 70%) |
| Temporal | + 60%( 70%) |
| Lightning | + 70%( 70%) |
| Mind | + 68%( 70%) |
| Fire | + 51%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 60% |
| Poison Resistance | 100% |
| Blind Resistance | 25% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 74% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 87% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 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 866% 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. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 150% efficiency and cooldown mod of 59%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 56%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 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
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Cunning / Poisons | 2.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Apply Poison |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Crippling Poison |
| talent | Skate |
| talent | Numbing Poison |
| talent | Concealment |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 54%. Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)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 Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 426. | 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, Stire of Derth 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. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision 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 stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Venomjam (20 def, 15 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +20 (+4 eff.) Fatigue: -5% Changes stats: +14 Dex Changes resistances: +16% acid / +6% darkness / +15% blight / +15% fire / +11% cold / +19% lightning Changes resistances penetration: +15% nature Changes damage: +3% nature Physical save: +15 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.90 Maximum life: +56.00 Movement speed: +35% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Boots of the Hunter. |
| Quiver | Plaguequencher the quiver of dragonbone arrows (58/58, 189% power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 190% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +39.0% Capacity: 58 On weapon hit: * 24 arcane resource burn * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 mind Damage (radius 1) on hit: +8 nature / +12 mind Damage (radius 2) on crit: +8 nature / +12 mind When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
| Light source | dwarven lantern 'Scorchkill' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Changes stats: +3 Str / +7 Con Changes resistances: +14% blight / +3% fire / +3% nature Changes resistances penetration: +14% all / +15% physical Changes damage: +25% darkness Physical save: +17 (+4 eff.) Life regen: +15.00 Maximum life: +60.00 Maximum stamina: +35.50 Light radius: +2 Infravision radius: +10 See invisible: +10 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Duvaromigrim' (0 def, 11 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour: +11 Fatigue: +5% Effects on melee hit: * 24% chance to slow global speed by 61% Changes stats: +4 Str / +12 Wil Changes resistances: +26% blight / +15% darkness / +11% nature / +3% acid Reduces incoming crit damage: 17.75% Spell save: +24 (+8 eff.) Mental save: +22 (+5 eff.) Equilibrium when hit: +0.04 Maximum life: +110.00 Light radius: +7 Infravision radius: +4 See invisible: +12 Healing mod.: +20% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 13 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to hardened leather cap. |
| Tool | voratun pickaxe 'Morningoozer' (dig speed 22 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +12.0% Physical power: +7 (+1 eff.) Armour: +4 Defense: +17 (+3 eff.) Changes stats: +14 Str / +5 Dex / +10 Wil Changes resistances: +9% acid / +9% physical / +9% darkness Changes damage: +9% light Poison immunity: +20% Stun/Freeze immunity: +20% Mental crit. chance: +15% Movement speed: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 5.5 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Duvodegrim the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Physical power: +33 (+6 eff.) Changes stats: +10 Str / +10 Con Changes resistances: +3% temporal Changes damage: +6% physical Blindness immunity: +25% Stun/Freeze immunity: +48% Knockback immunity: +20% Life regen: +20.00 Stamina each turn: +2.00 Maximum life: +100.00 Infravision radius: +6 See stealth: +21 See invisible: +14 Healing mod.: +20% Rings make your fingers look great! |
| On fingers | Velayawyn the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+4 eff.) Effects on melee hit: * 18% chance to reduce all saves and defense by 33 Damage (Melee): 29 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 33 Damage (Ranged): 29 physical Changes stats: +8 Cun / +2 Con Changes resistances: +3% lightning / +40% nature Changes damage: +20% nature / +7% all Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Knockback immunity: +24% Life regen: +16.00 Hate when firing a critical mind attack: +2.00 Maximum life: +64.00 Maximum hate: +14.00 Spellpower: +17 (+8 eff.) Mindpower: +12 (+4 eff.) Healing mod.: +39% It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| Around waist | Isotira Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+1 eff.) Armour: +28 Defense: +13 (+2 eff.) Changes stats: +5 Cun / +3 Mag Changes resistances: +6% arcane Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Physical save: +25 (+6 eff.) Life regen: +3.40 Stamina each turn: +3.55 Healing mod.: +30% It can be used to create a temporary shield that absorbs 347 damage Activation puts all charms on cooldown for 17 turns. A belt that goes around your waist. |
| In main hand | Radhukalthosakan Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * shock your foe dealing 31 damage and draining some of their resources Damage (radius 2) on crit: +45 acid / +33 nature When wielded/worn: Accuracy: +59 (+10 eff.) Armour penetration: +46 Physical crit. chance: +11.0% Changes stats: +5 Str / +11 Dex / +8 Con Changes resistances penetration: +29% acid / +15% physical / +32% nature / +23% all Reduces incoming crit damage: 15.00% Light radius: +4 Longbows are used to shoot arrows at your foes. This object's appearance was changed to Surefire. |
| On hands | Turosin (0 def, 29 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour penetration: +5 Physical crit. chance: +10.0% Armour: +29 Armour Hardiness: +13% Fatigue: +5% Damage (Melee): 15 nature / 15 physical Changes stats: +3 Dex / +3 Wil / +15 Con Changes resistances: +12% acid / +11% physical / +10% nature Changes damage: +10% nature / +10% physical Talent granted: +5 Iron Grip Critical mult.: +27.00% Disarm immunity: +100% Spell crit. chance: +7% Mental crit. chance: +17% When used to modify unarmed attacks: Power: 146% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +20.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 1) on hit: +14 physical Damage (radius 2) on crit: +15 nature / +15 physical Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Invisible. |
| Main armor | elven-silk robe 'Dairizilador' (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Wil / +10 Con Changes resistances: +27% physical / +20% darkness / +20% mind / +39% nature / +15% all Changes damage: +6% blight / +27% physical / +53% nature Reduces incoming crit damage: 17.75% Physical save: +19 (+4 eff.) Spell save: +20 (+7 eff.) Mental save: +36 (+9 eff.) Poison immunity: +120% Disease immunity: +112% Cut immunity: +70% Life regen: +10.00 Light radius: +1 Infravision radius: +1 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Breath of Eyal. |
| Cloak | Snowpower the elven-silk cloak (13 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Defense: +13 (+2 eff.) Fatigue: -6% Changes stats: +2 Dex / +4 Con Changes resistances: +20% blight / +12% cold / +20% nature / +30% lightning Changes resistances penetration: +15% physical Critical mult.: +53.66% Stealth bonus: +15 Stun/Freeze immunity: +50% Life regen: +10.00 Maximum life: +60.00 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Invisible. |
| Around neck | Belunne the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +10 Dex / +7 Cun / +9 Con Changes resistances: +30% temporal / +27% mind / +6% darkness Changes damage: +3% mind Critical mult.: +15.00% Spell save: +6 (+2 eff.) Cut immunity: +80% Confusion immunity: +50% Pinning immunity: +49% Knockback immunity: +50% Life regen: +4.00 Stamina each turn: +1.40 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Mindpower: +5 (+2 eff.) Movement speed: +10% Healing mod.: +23% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 368 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+18 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 110 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." |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
910 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 111 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. |
amazing fiery salve [power 32] amazing fiery salve [power 32]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 150% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (32% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 32] amazing frost salve [power 32]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 150% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (32% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 464] amazing healing salve [power 464]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 150% efficiency and 59% cooldown modifier. It can be used to heal 464 Activation puts Talent Medical Injector on cooldown for 9 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 406] amazing pain suppressor salve [power 406]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 150% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -406 life and reduces all damage by 26% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 6 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing unstoppable force salve [power 129] amazing unstoppable force salve [power 129]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 150% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 129 and healing factor by half Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 32] amazing water salve [power 32]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 150% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (32% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. This item has been sent to the Item's Vault. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
perfect ablative armourRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour: +10 Reduces incoming crit damage: 35.00% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
perfect mana coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Mana each turn: +5.00 Mana regeneration, on spell hit 25%% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Scoundrel Plz the Cornac Archer level 40
16th Pyre 123rd year of Ascendancy at 22:02 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Scoundrel Plz the Cornac Archer level 40
15th Pyre 123rd year of Ascendancy at 05:51 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 Scoundrel Plz the Cornac Archer level 44
31st Pyre 123rd year of Ascendancy at 00:29 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Scoundrel Plz the Cornac Archer level 43
25th Pyre 123rd year of Ascendancy at 21:15 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Scoundrel Plz the Cornac Archer level 21
69th Dusk 122nd year of Ascendancy at 03:18 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Scoundrel Plz the Cornac Archer level 15
32nd Dusk 122nd year of Ascendancy at 19:52 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Scoundrel Plz the Cornac Archer level 42
22nd Pyre 123rd year of Ascendancy at 17:05 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Scoundrel Plz the Cornac Archer level 32
2nd Wintertide 123rd year of Ascendancy at 17:50 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Scoundrel Plz the Cornac Archer level 36
57th Regrowth 123rd year of Ascendancy at 19:30 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Scoundrel Plz the Cornac Archer level 50
41st Haze 123rd year of Ascendancy at 14:32 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Scoundrel Plz the Cornac Archer level 24
18th Haze 122nd year of Ascendancy at 04:57 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Scoundrel Plz the Cornac Archer level 48
46th Dusk 123rd year of Ascendancy at 06:08 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Scoundrel Plz the Cornac Archer level 50
39th Haze 123rd year of Ascendancy at 13:45 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Scoundrel Plz the Cornac Archer level 41
20th Pyre 123rd year of Ascendancy at 10:57 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 Scoundrel Plz the Cornac Archer level 24
14th Haze 122nd year of Ascendancy at 21:15 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 Scoundrel Plz the Cornac Archer level 46
31st Pyre 123rd year of Ascendancy at 04:11 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Scoundrel Plz the Cornac Archer level 10
2nd Summertide 122nd year of Ascendancy at 11:23 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Scoundrel Plz the Cornac Archer level 20
67th Dusk 122nd year of Ascendancy at 16:33 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Scoundrel Plz the Cornac Archer level 30
74th Haze 122nd year of Ascendancy at 04:22 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Scoundrel Plz the Cornac Archer level 40
14th Pyre 123rd year of Ascendancy at 11:55 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Scoundrel Plz the Cornac Archer level 50
64th Dusk 123rd year of Ascendancy at 10:55 see stats
Look at me, I'm playing a roguelike! (Insane (Adventure) difficulty)
Linked yourself in the in-game chat.By Scoundrel Plz the Cornac Archer level 22
11st Haze 122nd year of Ascendancy at 00:18 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Scoundrel Plz the Cornac Archer level 50
38th Haze 123rd year of Ascendancy at 14:52 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Scoundrel Plz the Cornac Archer level 47
11st Dusk 123rd year of Ascendancy at 02:54 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Scoundrel Plz the Cornac Archer level 50
5th Haze 123rd year of Ascendancy at 02:44 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Scoundrel Plz the Cornac Archer level 36
57th Regrowth 123rd year of Ascendancy at 17:02 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Scoundrel Plz the Cornac Archer level 24
17th Haze 122nd year of Ascendancy at 18:48 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Scoundrel Plz the Cornac Archer level 43
22nd Pyre 123rd year of Ascendancy at 19:57 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Scoundrel Plz the Cornac Archer level 50
41st Haze 123rd year of Ascendancy at 14:31 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Scoundrel Plz the Cornac Archer level 10
3rd Summertide 122nd year of Ascendancy at 05:23 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Scoundrel Plz the Cornac Archer level 50
41st Haze 123rd year of Ascendancy at 14:32 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Scoundrel Plz the Cornac Archer level 42
22nd Pyre 123rd year of Ascendancy at 02:05 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Scoundrel Plz the Cornac Archer level 12
10th Flare 122nd year of Ascendancy at 20:17 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Scoundrel Plz the Cornac Archer level 47
51st Pyre 123rd year of Ascendancy at 09:41 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Scoundrel Plz the Cornac Archer level 25
22nd Haze 122nd year of Ascendancy at 16:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Scoundrel Plz the Cornac Archer level 17
45th Dusk 122nd year of Ascendancy at 15:39 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Scoundrel Plz the Cornac Archer level 39
14th Pyre 123rd year of Ascendancy at 11:55 see stats
Log
There is an item here: 2 schematic: Alchemist's Helper
There is an item here: 2 schematic: Air Recycler
There is an item here: 4 schematic: Acid Groove
There is an item here: stormshield rune (threshold 7; blocks 4; dur 4; cd 15)
There is an item here: shatter afflictions rune of the titan (absorb 136; cd 13)
There is an item here: shatter afflictions rune of the psychic (absorb 133; cd 13)
There is an item here: shatter afflictions rune of the psychic (absorb 101; cd 14)
There is an item here: shatter afflictions rune (absorb 53; cd 14)
There is an item here: shatter afflictions rune (absorb 73; cd 12)
There is an item here: acid wave rune of the wizard (damage 171; dur 4; cd 15)
There is an item here: acid wave rune of the wizard (damage 114; dur 4; cd 22)
There is an item here: acid wave rune of the sneak (damage 287; dur 4; cd 17)
There is an item here: Prismatic Rune (6 turns; acid, physical, darkness, cold)
There is an item here: voratun mace 'Byrion' (172% power, 6 apr)
There is an item here: Rod of Entropy (1/1)
There is an item here: Rod of Annulment (1/1)
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
There is an item here: steam generator implant of the warrior (steam 17)
There is an item here: steam generator implant (steam 11)
There is an item here: medical injector implant of the sneak (efficiency 200% / cooldown 57%)
There is an item here: medical injector implant (efficiency 116% / cooldown 58%)
There is an item here: medical injector implant (efficiency 161% / cooldown 54%)
There is an item here: medical injector implant (efficiency 179% / cooldown 54%)
Ran for 2 turns (stop reason: object seen).






























































































































