










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 | Ghoul |
| Class | Doomed |
| Level / Exp | 50 / 1809% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 68.272733630532 (base 12) |
| Dexterity | 100.54546726106 (base 64) |
| Constitution | 95.545467261063 (base 32) |
| Magic | 35.272733630532 (base 14) |
| Willpower | 143.54546726106 (base 63) |
| Cunning | 170.54546726106 (base 60) |
Resources
| Hate | 70/139 |
| Equilibrium | 0 |
| Vim | 266/266 |
| Life | 1623/1623 |
| Steam | 100/100 |
| Psi | 284/284 |
| Healing Factor | 1.8007889946535 |
| Regeneration | 32.864399152425 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +67.64892493468% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 20 |
| Infravision | 20 |
| See Stealth | 66 |
| See Invisible | 93.545467261063 |
Offense: Mainhand
| Damage | 127 |
| Accuracy | 81 |
| Crit Chance | 68% |
| APR | 78 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 142 |
| Accuracy | 81 |
| Crit Chance | 68% |
| APR | 78 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Mind
| Mindpower | 108 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +23% |
| Physical | +41% |
| Mind | +107% |
| All | +14% |
| Darkness | +114% |
| Light | +23% |
| Fire | +20% |
| Lightning | +23% |
Offense: Damage Penetration
| Lightning | +25% |
| Light | +45% |
| Mind | +90% |
| Darkness | +60% |
| Physical | +45% |
| Fire | +25% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 114.72307323196 (100%) |
| Defense | 77 |
| Ranged Defense | 77 |
| Fatigue | 16 |
| Physical Save | 78 |
| Spell Save | 59 |
| Mental Save | 92 |
Defense: Resistances
| Acid | + 47%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 49%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 22%( 70%) |
| Physical | + 74%( 74%) |
| Darkness | + 42%( 76%) |
| Fire | + 46%( 70%) |
| Mind | + 56%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 100% |
| Silence Resistance | 24% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| 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. |
| 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 126% efficiency and cooldown mod of 64%. |
| 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 177% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Cursed / Force of will | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Elemental Discord |
| talent | Skate |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.3)Penalty : Fractured Sanity: -10% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +15% off-hand weapon damage Power 2+: -1 Luck, +8 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 63% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 13.5% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+31% chance to avoid traps). Power 2+: -1 Luck, +4 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
| beneficial effect | Guarding against melee damage: Will dismiss up to 45 damage from the next 3.3 attack(s). Guarded |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.3)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +13% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 19 turns, retch (level 3) when you fall below 47% health Power 4+: Reprieve from Death: Humanoids you slay have a 41% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +8 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 144 mind and 149 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 6 nightmare (summon Terrors and chances to slow, deal 244 Mind damage, and deal 253 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +9 Darkness Resistance, +6% Max Darkness Resistance, +7 See Invisible Power 2+: -1 Luck, +4 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there 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 injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 1.00). | done |
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 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)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 Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Isluvena the rogue. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
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. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 75. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior 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. | active |
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 within5 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | active |
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 | Duathelstalker the pair of voratun boots (Corpses) (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 20% chance to reduce damage dealt by 41% Damage when hit (Melee): 2 darkness / 12 lightning Changes stats: +6 Wil / +5 Con Changes resistances: +6% lightning / +3% darkness Changes resistances penetration: +10% physical / +10% darkness / +20% light Maximum encumbrance: +31 Physical save: +24 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Life regen: +11.00 Mindpower: +9 (+1 eff.) Movement speed: +25% Healing mod.: +18% Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Stargrind' Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Physical power: +10 (+3 eff.) Changes stats: +4 Str Changes resistances penetration: +15% all Changes damage: +25% darkness Physical save: +14 (+3 eff.) Mental save: +12 (+2 eff.) Blindness immunity: +44% Confusion immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 Mindpower: +31 (+5 eff.) Mental crit. chance: +15% Light radius: +9 Infravision radius: +10 See stealth: +25 See invisible: +34 Healing mod.: +29% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Olydragen the Arcwinnow (Madness) (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 lightning Changes stats: +6 Str / +7 Wil / +6 Cun / +10 Con Changes resistances: +15% lightning / +14% darkness / +15% blight / +13% fire / +12% cold Changes damage: +9% lightning / +6% darkness Spell save: +15 (+4 eff.) Mental save: +28 (+5 eff.) Light radius: +9 Activating this item is instant. Curse of Madness It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 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 19 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. |
| On hands | Eilinobeth (Madness) (0 def, 23 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +23 Armour Hardiness: +15% Fatigue: +5% Effects on melee hit: * 21% chance to reduce all saves and defense by 52 Damage (Melee): 12 physical / 40 darkness / 51 mind Changes stats: +13 Con / +3 Wil Changes resistances: +8% mind / +10% physical Changes damage: +9% blight / +7% physical / +16% mind Talent granted: +5 Iron Grip Mental save: -7 (-2 eff.) Disarm immunity: +100% Maximum hate: +8.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +7% When used to modify unarmed attacks: Power: 135% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +15 physical Damage (radius 2) on crit: +13 mind / +11 physical Curse of Madness It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | voratun pickaxe 'Ulfydas' (dig speed 20 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +13.0% Physical power: +10 (+3 eff.) Armour: +4 Defense: +7 (+2 eff.) Damage when hit (Melee): 10 mind Changes stats: +17 Str / +9 Wil / +2 Cun / +3 Con Changes resistances: +10% physical Changes resistances penetration: +15% mind Changes damage: +9% mind Critical mult.: +20.00% Hate when firing a critical mind attack: +3.00 Mental crit. chance: +17% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Heatblow the voratun ring (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Effects on melee hit: * 19% chance to reduce all saves and defense by 52 Damage (Melee): 28 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 52 Damage (Ranged): 35 physical Damage when hit (Melee): 6 fire Changes stats: +6 Cun Changes damage: +15% mind / +6% fire Critical mult.: +15.00% Mental save: +15 (+3 eff.) Blindness immunity: +38% Confusion immunity: +50% Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Maximum psi: +50.00 Spellpower: +15 (+5 eff.) Mindpower: +25 (+4 eff.) Mental crit. chance: +2% Infravision radius: +6 See stealth: +22 See invisible: +22 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 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! |
| On fingers | Shinesin (Corpses)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +29 (+7 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 52 * 10% chance to reduce armor by 34% Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 52 Damage (Ranged): 35 physical Damage when hit (Melee): 8 light Changes stats: +10 Cun Changes resistances: +21% acid Changes resistances penetration: +10% light Changes damage: +6% acid / +9% light / +7% all Blindness immunity: +44% Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Spellpower: +31 (+10 eff.) Mindpower: +29 (+5 eff.) Infravision radius: +4 See stealth: +19 See invisible: +25 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
| Around neck | CoalstrikerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +17 Fatigue: -10% Damage when hit (Melee): 2 acid / 2 darkness / 4 mind Changes stats: +10 Dex / +20 Cun / +10 Con Changes resistances: +30% mind Changes resistances penetration: +20% darkness Changes damage: +18% darkness / +12% mind Critical mult.: +11.00% Confusion immunity: +44% Life regen: +5.00 Stamina each turn: +1.50 Movement speed: +10% Amulets make your neck look great! |
| In main hand | Cyreriwyn the Dimwind (Corpses) (117% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 41% * flashes light on your target dealing 123 damage When wielded/worn: Effects on melee hit: * 24% chance to reduce damage dealt by 41% Changes stats: +9 Cun / +4 Wil Changes resistances: +9% physical / +10% mind / +6% fire Changes resistances penetration: +10% physical / +10% mind / +10% fire Changes damage: +10% physical / +10% mind / +18% darkness Talent granted: +1 Attune Mindstar Critical mult.: +39.00% Life regen: +2.00 Psi when hit: +2.50 Maximum life: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +25% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Veloldarevena the Freezetouch (Shrouds) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+5 eff.) Changes stats: +7 Str / +7 Dex / +13 Wil / +7 Cun / +6 Con Changes resistances: +9% light / +9% cold Stealth bonus: +12 Physical save: +34 (+7 eff.) Spell save: +20 (+5 eff.) Mental save: +34 (+6 eff.) Mindpower: +41 (+7 eff.) Mental crit. chance: +2% Curse of Shrouds A belt that goes around your waist. |
| In off hand | Porinne the Murkwarden (Madness) (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 121 damage Damage (Melee): +4 nature Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +4 nature When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +12 Cun / +4 Wil Changes resistances: +10% physical Changes resistances penetration: +10% lightning / +10% physical / +25% mind / +15% darkness Changes damage: +10% physical / +25% mind / +21% darkness Talent granted: +1 Attune Mindstar Critical mult.: +37.00% Maximum hate: +6.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Oleran (Misfortune) (31 def, 10 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +31 (+7 eff.) Effects on melee hit: * 24% chance to reduce armor by 34% Damage when hit (Melee): 4 mind Changes stats: +5 Mag / +12 Wil / +12 Cun Changes resistances: +30% lightning Changes resistances penetration: +15% mind Changes damage: +6% mind Reduces incoming crit damage: 10.00% Physical save: +40 (+9 eff.) Spell save: +20 (+5 eff.) Mental save: +25 (+5 eff.) Stun/Freeze immunity: +50% Mental crit. chance: +16% See invisible: +6 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aerarin the Ebonyguile (Nightmares) (15 def, 50 armour) Requires: - Massive armour training - Strength 60 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +15 (+4 eff.) Fatigue: +22% Damage when hit (Melee): 2 darkness Changes stats: +14 Cun / +9 Wil Changes resistances: +11% acid / +23% physical / +3% light / +13% cold / +6% mind / +12% fire / +5% arcane / +11% lightning Changes resistances penetration: +10% mind Changes damage: +12% darkness Reduces incoming crit damage: 35.00% Physical save: +25 (+6 eff.) Mental save: +43 (+8 eff.) Silence immunity: +24% Only die when reaching: -20.00 life Curse of Nightmares A suit of armour made of metal plates. |
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, arcane 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 (+15 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 200 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." |
903 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. |
3 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
3 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. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 10 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. |
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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 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. |
3 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. |
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 (1/1)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 202 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 29] amazing fiery salve [power 29]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 126% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (29% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 29] amazing frost salve [power 29]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 126% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 419] amazing healing salve [power 419]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 126% efficiency and 64% cooldown modifier. It can be used to heal 419 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 367] amazing pain suppressor salve [power 367]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 126% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -367 life and reduces all damage by 28% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing unstoppable force salve [power 116] amazing unstoppable force salve [power 116]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 126% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 116 and healing factor by half Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 29] amazing water salve [power 29]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 126% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (29% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 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. |
2 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. |
8 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. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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 Necrodeus the Ghoul Doomed level 38
32nd Pyre 123rd year of Ascendancy at 12:32 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Necrodeus the Ghoul Doomed level 38
30th Pyre 123rd year of Ascendancy at 22:45 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 Necrodeus the Ghoul Doomed level 43
9th Mirth 123rd year of Ascendancy at 00:37 see stats
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By Necrodeus the Ghoul Doomed level 38
30th Pyre 123rd year of Ascendancy at 13:21 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Necrodeus the Ghoul Doomed level 42
4th Mirth 123rd year of Ascendancy at 01:22 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Necrodeus the Ghoul Doomed level 24
17th Regrowth 123rd year of Ascendancy at 07:23 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Necrodeus the Ghoul Doomed level 32
11st Pyre 123rd year of Ascendancy at 17:28 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Necrodeus the Ghoul Doomed level 9
69th Dusk 122nd year of Ascendancy at 05:31 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Necrodeus the Ghoul Doomed level 41
62nd Pyre 123rd year of Ascendancy at 13:11 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Necrodeus the Ghoul Doomed level 39
38th Pyre 123rd year of Ascendancy at 01:06 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Necrodeus the Ghoul Doomed level 33
13rd Pyre 123rd year of Ascendancy at 17:07 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Necrodeus the Ghoul Doomed level 20
9th Allure 123rd year of Ascendancy at 10:47 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Necrodeus the Ghoul Doomed level 30
44th Regrowth 123rd year of Ascendancy at 22:46 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Necrodeus the Ghoul Doomed level 24
9th Regrowth 123rd year of Ascendancy at 13:10 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Necrodeus the Ghoul Doomed level 50
53rd Haze 123rd year of Ascendancy at 18:10 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 Necrodeus the Ghoul Doomed level 21
10th Allure 123rd year of Ascendancy at 22:50 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 Necrodeus the Ghoul Doomed level 44
9th Mirth 123rd year of Ascendancy at 01:20 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Necrodeus the Ghoul Doomed level 10
11st Haze 122nd year of Ascendancy at 14:25 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Necrodeus the Ghoul Doomed level 20
67th Haze 122nd year of Ascendancy at 23:37 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Necrodeus the Ghoul Doomed level 30
44th Regrowth 123rd year of Ascendancy at 07:13 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Necrodeus the Ghoul Doomed level 40
46th Pyre 123rd year of Ascendancy at 10:03 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Necrodeus the Ghoul Doomed level 50
33rd Haze 123rd year of Ascendancy at 10:41 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Necrodeus the Ghoul Doomed level 33
14th Pyre 123rd year of Ascendancy at 12:29 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Necrodeus the Ghoul Doomed level 50
53rd Haze 123rd year of Ascendancy at 00:26 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Necrodeus the Ghoul Doomed level 48
32nd Haze 123rd year of Ascendancy at 16:23 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Necrodeus the Ghoul Doomed level 46
56th Dusk 123rd year of Ascendancy at 13:09 see stats
Santassacre! (Insane (Adventure) difficulty)
Killed the little helper elves after saving them!By Necrodeus the Ghoul Doomed level 33
14th Pyre 123rd year of Ascendancy at 12:36 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Necrodeus the Ghoul Doomed level 29
43rd Regrowth 123rd year of Ascendancy at 13:16 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Necrodeus the Ghoul Doomed level 22
5th Regrowth 123rd year of Ascendancy at 07:45 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Necrodeus the Ghoul Doomed level 42
1st Mirth 123rd year of Ascendancy at 13:09 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Necrodeus the Ghoul Doomed level 50
56th Haze 123rd year of Ascendancy at 12:45 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Necrodeus the Ghoul Doomed level 4
7th Mirth 122nd year of Ascendancy at 15:09 see stats
The High Lady's destiny (Insane (Adventure) difficulty)
Won ToME by closing the Void portal using Aeryn as a sacrifice.By Necrodeus the Ghoul Doomed level 50
56th Haze 123rd year of Ascendancy at 12:45 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Necrodeus the Ghoul Doomed level 22
5th Regrowth 123rd year of Ascendancy at 07:30 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Necrodeus the Ghoul Doomed level 35
27th Pyre 123rd year of Ascendancy at 08:53 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Necrodeus the Ghoul Doomed level 9
3rd Flare 122nd year of Ascendancy at 02:11 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Necrodeus the Ghoul Doomed level 46
13rd Dusk 123rd year of Ascendancy at 08:15 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Necrodeus the Ghoul Doomed level 25
18th Regrowth 123rd year of Ascendancy at 11:36 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Necrodeus the Ghoul Doomed level 15
40th Haze 122nd year of Ascendancy at 04:13 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Necrodeus the Ghoul Doomed level 37
30th Pyre 123rd year of Ascendancy at 09:50 see stats
Log
There is an item here: schematic: Hand Cannon
There is an item here: 2 schematic: Grounding Strap
There is an item here: 2 schematic: Galvanic Retributor
There is an item here: 5 schematic: Fungal Web
There is an item here: 3 schematic: Frost Salve
There is an item here: 10 schematic: Focus Lens
There is an item here: 3 schematic: Flash Powder
There is an item here: 4 schematic: Flare Shell
There is an item here: 4 schematic: Fireproof Coating
There is an item here: 3 schematic: Fiery Salve
There is an item here: schematic: Fatal Attractor
There is an item here: 5 schematic: Explosive Shell
There is an item here: 4 schematic: Deflection Field
There is an item here: 3 schematic: Crystal Plating
There is an item here: 5 schematic: Crystal Edge
There is an item here: schematic: Corrosive Shell
There is an item here: 3 schematic: Botanical Shell
There is an item here: schematic: Back Support
There is an item here: 6 schematic: Armour Reinforcement
There is an item here: 2 schematic: Antimagic Shell
There is an item here: 5 schematic: Alchemist's Helper
There is an item here: 4 schematic: Air Recycler
There is an item here: 6 schematic: Acid Groove
There is an item here: 2 schematic: Ablative Armour
There is an item here: Razorlock (Misfortune) (129% power, 24 apr)
There is an item here: Galen's Will (Shrouds) (150% power, 45 apr)
There is an item here: The Gaping Maw (Madness) (184% power, 4 apr)


















































































































