









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 | Doomelf |
| Class | Doomed |
| Level / Exp | 50 / 2114% |
| Size | medium |
| Lifes / Deaths | Killed by Maima the human at level 6 on the 5th Flare 122nd year of Ascendancy at 22:32 4 / 3Killed by Xyrin the giant ice ant at level 21 on the 28th Haze 122nd year of Ascendancy at 05:13 Killed by Zubonne the honey tree at level 22 on the 39th Haze 122nd year of Ascendancy at 21:14 |
| Antimagic | Follower |
Primary Stats
| Strength | 61.272733630532 (base 19) |
| Dexterity | 127.54546726106 (base 63) |
| Constitution | 69.545467261063 (base 34) |
| Magic | 30.272733630532 (base 14) |
| Willpower | 106.54546726106 (base 61) |
| Cunning | 191.12362651112 (base 63) |
Resources
| Hate | 69/139 |
| Equilibrium | 48 |
| Life | 1330/1330 |
| Steam | 60/100 |
| Psi | 187/187 |
| Healing Factor | 2.4777121478693 |
| Regeneration | 11.769132702379 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +52.64892493468% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 16.54964786986 |
| See Invisible | 24.545467261064 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 152 |
| Accuracy | 88 |
| Crit Chance | 82% |
| APR | 130 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 174 |
| Accuracy | 88 |
| Crit Chance | 82% |
| APR | 130 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 77% |
| Speed | 1 |
Offense: Mind
| Mindpower | 110 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +27% |
| Fire | +27% |
| Darkness | +73% |
| Cold | +21% |
| Physical | +56% |
| Mind | +106% |
| All | +15% |
Offense: Damage Penetration
| Darkness | +79% |
| Mind | +78% |
| Physical | +74% |
| Cold | +30% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 101.54709990778 (100%) |
| Defense | 79 |
| Ranged Defense | 79 |
| Fatigue | 6 |
| Physical Save | 81 |
| Spell Save | 60 |
| Mental Save | 88 |
Defense: Resistances
| Acid | + 58%( 70%) |
| Blight | + 55%( 70%) |
| Arcane | + 54%( 70%) |
| Cold | + 59%( 70%) |
| All | + 48%( 70%) |
| Physical | + 74%( 74%) |
| Lightning | + 70%( 70%) |
| Light | + 48%( 70%) |
| Temporal | + 60%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 78%( 78%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Confusion Resistance | 100% |
| Fear Resistance | 32% |
| Poison Resistance | 30% |
| Disarm Resistance | 100% |
| Bleed Resistance | 80% |
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 89% |
Inscriptions (3/3)
| 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 202% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity 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 266% efficiency and cooldown mod of 75%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -1112 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1112 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Cursed / Fears | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Cursed / Force of will | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vile life | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.40 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Deflection |
| talent | Shadow Decoy |
| talent | Psiblades |
| talent | Skate |
| talent | Range Amplification Device |
| talent | Call Shadows |
| talent | Shadows Empathy |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.3)Penalty : Fractured Sanity: -8% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +12% off-hand weapon damage Power 2+: -1 Luck, +6 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 53% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +9 See Invisible Power 2+: -1 Luck, +6 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% 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. |
| beneficial effect | Guarding against melee damage: Will dismiss up to 55 damage from the next 3.5 attack(s). Guarded |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +10 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 150 mind and 126 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 8 nightmare (summon Terrors and chances to slow, deal 247 Mind damage, and deal 208 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.3)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +7% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.3)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 (+39% chance to avoid traps). Power 2+: -1 Luck, +8 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+14% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
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 Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)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 improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Heart of the Gloom. Escort: lost tinker (level 2 of Heart of the Gloom)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 Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)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 Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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. * 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: 7. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. * You've found the needed faerlhing fang. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed naga tongue. * You've found the needed minotaur nose. 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. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 within10 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Cyrima' (Misfortune) (0 def, 14 armour) Requires: - Heavy armour training 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: +14 Fatigue: -15% Effects on melee hit: * 10% chance to reduce armor by 30% Changes stats: +6 Wil / +5 Con Changes resistances: +18% fire / +5% arcane / +6% darkness Changes resistances penetration: +9% physical Maximum encumbrance: +50 Physical save: +29 (+6 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.90 Hate when firing a critical mind attack: +5.92 Maximum life: +60.00 Mindpower: +13 (+2 eff.) Infravision radius: +3 Movement speed: +10% Curse of Misfortune 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 24 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. This object's appearance was changed to Cinderfeet. |
| Quiver | The Titan's Quiver (18/18, 174% power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 174% Range: 1.4x Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. This object's appearance was changed to Invisible. |
| Light source | Urthazor the dwarven lantern Requires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% lightning / +6% cold Changes resistances penetration: +15% all Changes damage: +25% darkness Physical save: +27 (+6 eff.) Teleport immunity: +20% Maximum life: +60.00 Light radius: +7 Infravision radius: +10 See invisible: +10 Healing mod.: +47% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
| On head | Belarohor (Nightmares) (11 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +36 (+7 eff.) Armour: +5 Defense: +11 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun Changes resistances: +25% mind / +13% nature / +6% light Changes damage: +3% mind Physical save: +25 (+5 eff.) Spell save: +9 (+2 eff.) Mental save: +26 (+6 eff.) Confusion immunity: +70% Teleport immunity: +20% Maximum life: +110.00 Mindpower: +35 (+6 eff.) Mental crit. chance: +3% Light radius: +7 Healing mod.: +20% Curse of Nightmares 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 Helm of the Dominated. |
| On hands | Fogbolt the voratun gauntlets (Shrouds) (0 def, 13 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +13 Physical crit. chance: +12.0% Physical power: +16 (+4 eff.) Armour: +13 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 13 physical Changes stats: +6 Str / +5 Dex / +6 Cun Changes resistances: +3% light / +15% fire Changes resistances penetration: +30% darkness / +15% cold Changes damage: +9% physical / +6% cold Talent granted: +5 Iron Grip Critical mult.: +15.00% Disarm immunity: +100% Spell crit. chance: +15% Mental crit. chance: +18% When used to modify unarmed attacks: Power: 160% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +24 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% 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: +13 physical Damage (radius 2) on crit: +13 physical Curse of Shrouds It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Dakhtun's Gauntlets. |
| Tool | voratun pickaxe 'Scorpionbore' (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +8 (+2 eff.) Fatigue: -8% Effects on melee hit: * 10% chance to slow global speed by 83% Changes stats: +6 Str Changes resistances: +6% temporal / +6% nature / +12% darkness Changes resistances penetration: +50% physical Critical mult.: +17.00% Maximum hate: +6.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Glorodheth (Shrouds)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +25 (+7 eff.) Effects on melee hit: * 19% chance to reduce all saves and defense by 53 Damage (Melee): 31 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 53 Damage (Ranged): 34 physical Changes stats: +16 Cun / +12 Dex Changes resistances: +22% physical / +9% nature / +20% mind Changes damage: +20% mind / +32% physical Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
| On fingers | Polywen the Infernosage (Misfortune)Infused 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 (+5 eff.) Defense: +20 (+4 eff.) Changes stats: +10 Cun Changes resistances: +13% blight / +3% temporal / +10% nature / +9% fire Changes damage: +12% fire / +6% mind / +8% all Critical mult.: +10.00% Mental save: +10 (+2 eff.) Poison immunity: +30% Disease immunity: +28% Confusion immunity: +41% Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Spellpower: +19 (+7 eff.) Mindpower: +16 (+3 eff.) Mental crit. chance: +1% Curse of Misfortune Rings make your fingers look great! |
| Around neck | Dagyrin (Madness)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +19 (+4 eff.) Fatigue: -9% Changes stats: +9 Dex / +6 Wil / +8 Cun / +9 Con / +16 Lck Changes resistances: +3% physical Critical mult.: +10.00% Mental save: +15 (+3 eff.) Cut immunity: +80% Confusion immunity: +20% Life regen: +3.00 Stamina each turn: +1.30 Only die when reaching: -60.00 life Mindpower: +15 (+3 eff.) Infravision radius: +4 See invisible: +6 Movement speed: +10% Healing mod.: +29% Reduce all damage from unseen attackers: 13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 660 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Chuganeg (Madness) (114% power, 73 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: 91% Wil, 55% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +73 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 127 damage When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Dex / +15 Cun / +4 Con Changes resistances: +3% temporal / +12% nature / +3% mind Changes damage: +25% mind Talent granted: +1 Attune Mindstar Critical mult.: +40.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +10.00 Mindpower: +49 (+8 eff.) Mental crit. chance: +22% 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. This object's appearance was changed to Invisible. |
| Around waist | drakeskin leather belt 'Ulfisin' (Madness) Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +14 Str / +14 Dex / +11 Wil / +14 Cun Changes resistances: +6% acid / +6% temporal Changes resistances penetration: +30% mind Changes damage: +12% mind Physical save: +51 (+10 eff.) Spell save: +40 (+10 eff.) Mental save: +40 (+8 eff.) Life regen: +1.50 Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+2 eff.) Healing mod.: +30% Curse of Madness A belt that goes around your waist. |
| In off hand | Spiderwarden the living mindstar (Misfortune) (116% power, 73 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 91% Wil, 55% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +73 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 124 damage When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +22 Cun Changes resistances: +3% lightning / +6% temporal / +6% light Changes resistances penetration: +13% mind / +14% darkness Changes damage: +25% mind / +19% darkness Talent granted: +1 Attune Mindstar Critical mult.: +40.00% Spell save: +6 (+1 eff.) Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +5.00 Maximum hate: +10.00 Mindpower: +68 (+11 eff.) Mental crit. chance: +16% Curse of Misfortune 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. This object's appearance was changed to Invisible. |
| Cloak | elven-silk cloak 'Nimbusvengeance' (Nightmares) (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -5% Changes stats: +5 Str / +5 Dex / +6 Con Changes resistances: +33% lightning / +24% darkness / +6% arcane Changes resistances penetration: +20% darkness / +10% mind Changes damage: +14% darkness / +12% lightning Talent mastery: +0.40 Technique / Combat training Critical mult.: +30.00% Stealth bonus: +36 Spell save: +15 (+4 eff.) Mental save: +6 (+2 eff.) Stun/Freeze immunity: +50% Stamina each turn: +1.40 Equilibrium when hit: +0.04 Maximum hate: +6.00 Curse of Nightmares 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 kruk cloak. |
| Main armor | voratun plate armour 'Chameromimas' (Corpses) (0 def, 45 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +45 Fatigue: +13% Changes stats: +9 Cun / +8 Wil Changes resistances: +14% acid / +25% physical / +15% fire / +15% cold / +12% mind / +21% lightning Changes resistances penetration: +10% mind Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 35.00% Physical save: +27 (+6 eff.) Mental save: +25 (+5 eff.) Disarm immunity: +39% Stun/Freeze immunity: +40% Knockback immunity: +64% Curse of Corpses A suit of armour made of metal plates. This object's appearance was changed to Firewalker. |
Inventory
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Elemental Fury (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Nightmares This ring shines with many colors. |
Spiderclamor (Corpses) Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * chills your foe dealing 26 damage and slowing them by one tenth of a turn When wielded/worn: Accuracy: +69 (+12 eff.) Physical crit. chance: +54.0% Physical power: +20 (+5 eff.) Effects on ranged hit: * 24% chance to slow global speed by 83% Changes stats: +9 Str / +4 Wil / +3 Cun / +1 Con Changes resistances: +9% acid Changes damage: +3% mind Curse of Corpses Longbows are used to shoot arrows at your foes. |
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 (+16 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." |
1286 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. |
2 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
4 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. |
6 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. |
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. |
2 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. |
Runed SkullRequires: - Level 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. This item has been sent to the Item's Vault. |
11 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. |
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 (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 47] amazing fiery salve [power 47]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 202% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (47% 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 47] amazing frost salve [power 47]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 202% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (47% 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 684] amazing healing salve [power 684]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 202% efficiency and 50% cooldown modifier. It can be used to heal 684 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 598] amazing pain suppressor salve [power 598]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 202% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -598 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 190] amazing unstoppable force salve [power 190]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 202% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 190 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 47] amazing water salve [power 47]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 202% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (47% 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. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+4 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Brain Cap Brain CapRequires: - Level 25 Powered by steamtech 0.00 Encumbrance. [Unique] Type: tinker / steamtech ; tier 4 When attach to an other item: Changes resistances: +35% mind Talent granted: +4 Arcane Disruption Wave Mental save: +20 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
perfect thunderclap coatingRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Damage (radius 1) on hit: +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
voratun crystal platingRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
5 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. |
11 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. |
11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 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 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.
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 Flea the Doomelf Doomed level 42
39th Dusk 123rd year of Ascendancy at 14:40 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Flea the Doomelf Doomed level 41
18th Dusk 123rd year of Ascendancy at 16:16 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Flea the Doomelf Doomed level 36
72nd Pyre 123rd year of Ascendancy at 09:37 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 Flea the Doomelf Doomed level 45
65th Dusk 123rd year of Ascendancy at 11:05 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Flea the Doomelf Doomed level 44
61st Dusk 123rd year of Ascendancy at 06:19 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Flea the Doomelf Doomed level 33
62nd Regrowth 123rd year of Ascendancy at 22:41 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Flea the Doomelf Doomed level 9
53rd Dusk 122nd year of Ascendancy at 08:59 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Flea the Doomelf Doomed level 43
59th Dusk 123rd year of Ascendancy at 01:46 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Flea the Doomelf Doomed level 35
48th Pyre 123rd year of Ascendancy at 16:46 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Flea the Doomelf Doomed level 35
49th Pyre 123rd year of Ascendancy at 13:35 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Flea the Doomelf Doomed level 43
43rd Dusk 123rd year of Ascendancy at 06:26 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Flea the Doomelf Doomed level 50
53rd Regrowth 124th year of Ascendancy at 01:38 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Flea the Doomelf Doomed level 23
41st Haze 122nd year of Ascendancy at 17:44 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Flea the Doomelf Doomed level 40
3rd Flare 123rd year of Ascendancy at 22:46 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Flea the Doomelf Doomed level 25
50th Haze 122nd year of Ascendancy at 07:54 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Flea the Doomelf Doomed level 50
49th Regrowth 124th year of Ascendancy at 11:11 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By Flea the Doomelf Doomed level 34
18th Pyre 123rd year of Ascendancy at 00:10 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Flea the Doomelf Doomed level 38
1st Mirth 123rd year of Ascendancy at 12:23 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Flea the Doomelf Doomed level 6
78th Pyre 122nd year of Ascendancy at 01:12 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 Flea the Doomelf Doomed level 24
42nd Haze 122nd year of Ascendancy at 04:29 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 Flea the Doomelf Doomed level 46
65th Dusk 123rd year of Ascendancy at 12:32 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Flea the Doomelf Doomed level 10
59th Dusk 122nd year of Ascendancy at 03:41 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Flea the Doomelf Doomed level 20
14th Haze 122nd year of Ascendancy at 05:49 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Flea the Doomelf Doomed level 30
9th Regrowth 123rd year of Ascendancy at 05:13 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Flea the Doomelf Doomed level 40
2nd Summertide 123rd year of Ascendancy at 03:56 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Flea the Doomelf Doomed level 50
24th Regrowth 124th year of Ascendancy at 20:32 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Flea the Doomelf Doomed level 42
25th Dusk 123rd year of Ascendancy at 08:55 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By Flea the Doomelf Doomed level 25
51st Haze 122nd year of Ascendancy at 03:32 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Flea the Doomelf Doomed level 50
48th Regrowth 124th year of Ascendancy at 15:34 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Flea the Doomelf Doomed level 50
25th Regrowth 124th year of Ascendancy at 12:55 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Flea the Doomelf Doomed level 47
46th Haze 123rd year of Ascendancy at 07:58 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Flea the Doomelf Doomed level 50
39th Regrowth 124th year of Ascendancy at 23:40 see stats
Santassacre! (Insane (Adventure) difficulty)
Killed the little helper elves after saving them!By Flea the Doomelf Doomed level 42
25th Dusk 123rd year of Ascendancy at 09:22 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Flea the Doomelf Doomed level 24
48th Haze 122nd year of Ascendancy at 20:34 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Flea the Doomelf Doomed level 20
25th Haze 122nd year of Ascendancy at 18:38 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Flea the Doomelf Doomed level 44
59th Dusk 123rd year of Ascendancy at 02:15 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Flea the Doomelf Doomed level 50
53rd Regrowth 124th year of Ascendancy at 01:37 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Flea the Doomelf Doomed level 11
63rd Dusk 122nd year of Ascendancy at 20:15 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Flea the Doomelf Doomed level 8
47th Dusk 122nd year of Ascendancy at 02:25 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Flea the Doomelf Doomed level 50
48th Regrowth 124th year of Ascendancy at 15:41 see stats
The Rat Lich (Insane (Adventure) difficulty)
Killed the terrible Rat Lich.By Flea the Doomelf Doomed level 50
50th Regrowth 124th year of Ascendancy at 06:23 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Flea the Doomelf Doomed level 50
53rd Regrowth 124th year of Ascendancy at 01:38 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Flea the Doomelf Doomed level 26
58th Haze 122nd year of Ascendancy at 02:40 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Flea the Doomelf Doomed level 6
3rd Mirth 122nd year of Ascendancy at 20:54 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Flea the Doomelf Doomed level 47
5th Haze 123rd year of Ascendancy at 04:38 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Flea the Doomelf Doomed level 29
4th Regrowth 123rd year of Ascendancy at 09:37 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Flea the Doomelf Doomed level 17
1st Time of Equilibrium 122nd year of Ascendancy at 00:57 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Flea the Doomelf Doomed level 40
17th Dusk 123rd year of Ascendancy at 23:16 see stats
Log
There is an item here: wild infusion of the warrior (res 33%; physical; dur 4; cd 11)
There is an item here: wild infusion of the duelist (res 45%; mental, magical; dur 2; cd 11)
There is an item here: movement infusion of the psychic (speed 954%; cd 13)
There is an item here: movement infusion of the duelist (speed 975%; cd 8)
There is an item here: heroism infusion of the sneak (die at -1092; dur 8; cd 32)
There is an item here: heroism infusion of the psychic (die at -879; dur 7; cd 33)
There is an item here: healing infusion of the sneak (heal 445; cd 12)
There is an item here: Primal Infusion (affinity 21%; reduction 4; dur 4; cd 18)
There is an item here: wild infusion of the wizard (res 25%; magical; dur 4; cd 13)
There is an item here: wild infusion of the warrior (res 28%; mental; dur 4; cd 13)
There is an item here: wild infusion of the titan (res 30%; physical; dur 4; cd 12)
There is an item here: wild infusion of the sneak (res 56%; mental; dur 2; cd 10)
There is an item here: wild infusion of the sneak (res 53%; physical; dur 3; cd 12)
There is an item here: wild infusion of the psychic (res 36%; magical; dur 3; cd 14)
There is an item here: wild infusion of the psychic (res 38%; magical; dur 2; cd 14)
There is an item here: wild infusion of the psychic (res 37%; magical; dur 4; cd 13)
There is an item here: wild infusion of the psychic (res 38%; mental; dur 2; cd 15)
There is an item here: wild infusion of the duelist (res 41%; magical; dur 3; cd 11)
There is an item here: regeneration infusion of the warrior (heal 294; 14 cd)
There is an item here: regeneration infusion of the titan (heal 299; 12 cd)
There is an item here: regeneration infusion of the titan (heal 305; 13 cd)
There is an item here: movement infusion of the wizard (speed 575%; cd 9)
There is an item here: movement infusion of the sneak (speed 1100%; cd 12)
There is an item here: movement infusion of the sneak (speed 1019%; cd 14)
There is an item here: movement infusion of the psychic (speed 748%; cd 17)
There is an item here: heroism infusion of the psychic (die at -1012; dur 8; cd 30)
There is an item here: heroism infusion of the duelist (die at -737; dur 6; cd 29)
Lore found: Primal Infusion
You can read all your collected lore in the game menu, by pressing Escape.




































































































































