
















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 | Female |
| Race | Drem |
| Class | Adventurer |
| Level / Exp | 50 / 1715% |
| Size | medium |
| Lifes / Deaths | Killed by Adedarin the Rattlesnake's mucus ooze at level 13 on the 28th Wealth 122nd year of Ascendancy at 02:27 6 / 1 |
Primary Stats
| Strength | 120 (base 36) |
| Dexterity | 127 (base 63) |
| Constitution | 88 (base 18) |
| Magic | 107 (base 65) |
| Willpower | 61 (base 15) |
| Cunning | 133 (base 63) |
Resources
| Mana | 689/689 |
| Equilibrium | 35 |
| Steam | 112/112 |
| Life | 1565/1565 |
| Positive | 147/147 |
| Stamina | 384/384 |
| Psi | 151/151 |
| Healing Factor | 2.5 |
| Regeneration | 134.66420088333 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 17.54964786986 |
| Infravision | 4 |
| See Stealth | 31 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 157 |
| Accuracy | 104 |
| Crit Chance | 117% |
| APR | 124 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 114 |
| Accuracy | 104 |
| Crit Chance | 91% |
| APR | 106 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 89 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Mind
| Mindpower | 84 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +27% |
| Arcane | +19% |
| Cold | +36% |
| All | +9% |
| Darkness | +12% |
| Light | +29% |
| Temporal | +15% |
| Lightning | +46% |
| Mind | +33% |
| Fire | +27% |
| Nature | +29% |
Offense: Damage Penetration
| Acid | +60% |
| Lightning | +85% |
| Physical | +55% |
| Mind | +60% |
| All | +30% |
Defense: Base
| Armour (hardiness) | 165.72307323196 (100%) |
| Defense | 83 |
| Ranged Defense | 83 |
| Fatigue | 35 |
| Physical Save | 82 |
| Spell Save | 43 |
| Mental Save | 81 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 55%( 70%) |
| All | + 14%( 70%) |
| Physical | + 59%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 46%( 70%) |
| Temporal | + 66%( 70%) |
| Mind | + 38%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 47% |
| Poison Resistance | 54% |
| Blind Resistance | 20% |
| Silence Resistance | 50% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
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 138% efficiency and cooldown mod of 51%. |
| 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 141% efficiency and cooldown mod of 51%. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.1 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Gadgets | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Guardian | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Technique / Agility | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Steamtech / Heavy weapons | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Earthen power | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Unarmed training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Retribution |
| talent | Shards |
| talent | Exoskeleton |
| talent | Shield of Light |
| talent | Chant of Fortress |
| talent | Elemental Harmony |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Poluba the orc warrior. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Prox the Mighty. Escort: worried loremaster (level 3 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 35. | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of mysticism 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 multi-hued wyrm scale. * You've found the needed snow giant kidney. * You've found the needed vial of squid ink. 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 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 | Eclipse's kiss the pair of voratun boots (0 def, 15 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Changes stats: +4 Str / +6 Mag / +4 Con Changes resistances: +29% lightning / +14% temporal / +15% cold / +15% fire / +15% acid Changes damage: +3% darkness Physical save: +15 (+3 eff.) Spell save: +6 (+2 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Maximum vim: +10.00 Spell crit. chance: +7% Movement speed: +25% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. 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 Frost Treads. |
| Quiver | Radhyzilarab the Jetqueller (22/22, 202% power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 203% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +31.0% Capacity: 22 On weapon crit: * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 229 damage over 5 turns and reducing armor and accuracy by 29 Travel speed: +200% Damage (Ranged): +12 darkness Damage (radius 1) on hit: +24 blight / +20 darkness When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. This object's appearance was changed to Invisible. |
| Light source | Shocknight Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +10 Changes stats: +8 Con / +7 Wil Changes resistances: +15% blight / +6% lightning Changes resistances penetration: +15% all Changes damage: +3% mind / +20% light Critical mult.: +20.00% Physical save: +9 (+2 eff.) Life regen: +16.00 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum stamina: +10.00 Mindpower: +30 (+6 eff.) Light radius: +12 See stealth: +10 Healing mod.: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Belolle (0 def, 11 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +6.0% Armour: +11 Fatigue: +5% Changes stats: +16 Str / +5 Dex / +4 Wil / +15 Cun / +9 Con Changes resistances: +18% cold Allows you to breathe in: water Physical save: +15 (+3 eff.) Mental save: +29 (+6 eff.) Maximum mana: +40.00 Maximum vim: +20.00 Damage Shield penetration: +10% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.5 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. 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 Invisible. |
| On hands | Velida (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +32 (+5 eff.) Armour penetration: +15 Physical power: +15 (+3 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 37 Damage (Melee): 19 arcane Changes stats: +5 Str / +14 Dex / +10 Mag / +10 Wil / +14 Cun Changes resistances: +3% blight / +9% arcane / +3% mind Changes damage: +10% arcane / +12% blight Talent granted: +5 Iron Grip Disarm immunity: +100% Maximum hate: +8.00 Spellpower: +16 (+4 eff.) When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +20 Armour Penetration: +25 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +14 arcane 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: 10 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. |
| Tool | Rainmight (dig speed 22 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 cold Changes stats: +3 Str Changes resistances: +3% fire / +30% nature / +12% mind Changes resistances penetration: +20% mind / +25% physical Changes damage: +18% cold / +20% nature / +6% mind Critical mult.: +20.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Falygavor the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +2 Defense: +20 (+4 eff.) Changes stats: +6 Dex / +8 Mag / +8 Wil / +20 Cun Changes damage: +6% temporal Physical save: +3 (+1 eff.) Blindness immunity: +20% Disease immunity: +24% Silence immunity: +50% Pinning immunity: +10% Life regen: +2.00 Mana each turn: +0.33 Spellpower: +13 (+3 eff.) Healing mod.: +15% Rings make your fingers look great! |
| On fingers | InfernoriverInfused 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 (+2 eff.) Armour penetration: +16 Armour: +16 Defense: +16 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 47% Changes stats: +8 Str / +10 Wil Changes resistances: +15% blight / +13% nature / +24% acid Changes resistances penetration: +30% acid Changes damage: +18% fire Mental save: +20 (+4 eff.) Poison immunity: +30% Disease immunity: +22% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | LightningobeisanceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +29 (+5 eff.) Armour penetration: +19 Defense: +20 (+4 eff.) Changes stats: +5 Dex / +5 Mag / +2 Cun / +5 Con / +19 Lck Changes resistances: +30% temporal Changes damage: +12% lightning Critical mult.: +18.00% Physical save: +16 (+3 eff.) Pinning immunity: +50% Knockback immunity: +50% Life regen: +6.00 Maximum life: +69.00 Light radius: +4 Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
| In main hand | Mardugadin the Tempestglamour Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * injects a simple virus dealing 128 blight damage on hit and lowering the victims highest stat Travel speed: +600% Damage (Ranged): +40 lightning / +8 cold Damage (radius 2) on crit: +16 lightning Attacks use: 2.0 Steam When wielded/worn: Accuracy: +35 (+6 eff.) Armour penetration: +13 Physical crit. chance: +7.0% Changes stats: +3 Dex / +3 Wil / +1 Cun Changes resistances penetration: +15% lightning / +15% all Changes damage: +19% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to Dedication (Shrouds). |
| Around waist | Gunylen the Shimmersquall Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 47% Changes stats: +6 Dex / +4 Cun / +10 Lck Changes resistances: +3% mind Changes resistances penetration: +10% mind / +25% lightning Changes damage: +6% lightning / +15% mind Trap disarming bonus: +20 Stealth bonus: +15 Mental save: +13 (+3 eff.) Life regen: +3.50 Maximum life: +45.00 Spellpower: +7 (+2 eff.) Infravision radius: +4 Healing mod.: +30% A belt that goes around your waist. |
| In off hand | Frozenpulverizer the voratun shield (0 def, 28 armour, 190% power, 305 block) Requires: - Shield usage training - Dexterity 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 191% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +305 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 cold When wielded/worn: Accuracy: +24 (+4 eff.) Physical crit. chance: +18.0% Physical power: +15 (+3 eff.) Armour: +28 Fatigue: +8% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 25 lightning On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Changes stats: +13 Str / +13 Dex / +7 Con Changes resistances: +6% lightning / +17% temporal / +12% light Changes damage: +9% cold Talent granted: +1 Block Physical save: +20 (+4 eff.) Healing mod.: +10% Special effect on block: Unleash a lightning nova of radius equal to the tinker tier. Handheld deflection devices. This object's appearance was changed to Invisible. |
| Cloak | Kheledrasus (11 def, 2 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Defense: +11 (+3 eff.) Changes resistances: +15% acid / +25% light / +30% lightning / +45% blight / +24% fire / +39% nature / +12% darkness Stealth bonus: +15 Stun/Freeze immunity: +60% Life regen: +21.00 Maximum life: +60.00 Healing mod.: +40% 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 Ethereal Embrace. |
| Main armor | Halaroddaneg the Cracklerupture (15 def, 43 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: +43 Defense: +15 (+3 eff.) Fatigue: +13% Damage when hit (Melee): 10 blight Changes stats: +3 Cun Changes resistances: +15% acid / +15% physical / +15% cold / +10% mind / +12% fire / +6% arcane / +15% lightning Changes resistances penetration: +15% lightning Changes damage: +6% blight Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 35.00% Physical save: +10 (+2 eff.) Mental save: +38 (+8 eff.) Poison immunity: +24% Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +40% Teleport immunity: +24% A suit of armour made of metal plates. This object's appearance was changed to The Calm. |
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! |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
GorykathInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 37 * 27% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes resistances: +40% acid / +15% temporal / +28% mind Changes resistances penetration: +15% blight Changes damage: +21% blight / +40% acid Confusion immunity: +35% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Amulets make your neck look great! |
voratun amulet 'Zubenne'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Dex / +4 Wil / +1 Cun / +9 Con Changes resistances: +32% temporal / +30% cold / +19% fire Pinning immunity: +50% Knockback immunity: +38% Light radius: +2 Infravision radius: +3 Amulets make your neck look great! |
gold ring 'Infernovile'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +17 Physical crit. chance: +6.0% Damage when hit (Melee): 12 fire Changes stats: +7 Wil Changes resistances: +12% lightning / +12% fire / +9% cold Changes resistances penetration: +29% lightning Changes damage: +9% fire Mental save: +14 (+3 eff.) Rings make your fingers look great! |
Eye of the Lost (115% power, 27 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 115% 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: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+5 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns Activation costs 25 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
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 (+10 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." |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 4.5 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 98 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Jetpack (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+2 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
1298 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. |
Windborne AzuriteRequires: - Level 25 Powered 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. This item has been sent to the Item's Vault. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
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. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
7 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. |
5 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. |
3 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 35] amazing fiery salve [power 35]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 141% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (35% 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 35] amazing frost salve [power 35]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 141% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (35% 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 499] amazing healing salve [power 499]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 141% efficiency and 51% cooldown modifier. It can be used to heal 499 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 436] amazing pain suppressor salve [power 436]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 141% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -436 life and reduces all damage by 29% 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 138] amazing unstoppable force salve [power 138]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 141% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 138 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 35] amazing water salve [power 35]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 141% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (35% 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. |
bang bang! (24/24, 165% power, 15 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 165% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +22.0% Capacity: 24 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 248 physical damage * Create an explosion dealing 167 acid damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 229 damage over 5 turns and reducing armor and accuracy by 29 Travel speed: +437% Damage (Ranged): +12 physical When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
mastercraft focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
perfect ablative armourRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour: +10 Reduces incoming crit damage: 35.00% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
perfect head lampRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Accuracy: +25 (+4 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
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. |
Burning StarRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
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. |
6 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. |
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 Lyla the Drem Adventurer level 42
2nd Dearth 123rd year of Ascendancy at 13:55 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Lyla the Drem Adventurer level 42
30th Wealth 123rd year of Ascendancy at 15:01 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Lyla the Drem Adventurer level 38
20th Wealth 123rd year of Ascendancy at 18:31 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 Lyla the Drem Adventurer level 44
29th Dearth 123rd year of Ascendancy at 16:09 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Lyla the Drem Adventurer level 44
24th Dearth 123rd year of Ascendancy at 15:22 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Lyla the Drem Adventurer level 35
42nd Stralite 123rd year of Ascendancy at 02:24 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Lyla the Drem Adventurer level 5
30th Profit 122nd year of Ascendancy at 14:33 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Lyla the Drem Adventurer level 43
22nd Dearth 123rd year of Ascendancy at 02:38 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Lyla the Drem Adventurer level 36
7th Profit 123rd year of Ascendancy at 00:00 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Lyla the Drem Adventurer level 34
37th Stralite 123rd year of Ascendancy at 16:32 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Lyla the Drem Adventurer level 50
23rd Iron 124th year of Ascendancy at 07:11 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Lyla the Drem Adventurer level 23
26th Steel 123rd year of Ascendancy at 12:06 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lyla the Drem Adventurer level 37
17th Profit 123rd year of Ascendancy at 22:50 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Lyla the Drem Adventurer level 41
29th Wealth 123rd year of Ascendancy at 18:18 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Lyla the Drem Adventurer level 50
20th Iron 124th year of Ascendancy at 07:18 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 Lyla the Drem Adventurer level 21
24th Iron 123rd year of Ascendancy at 19:24 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 Lyla the Drem Adventurer level 46
29th Dearth 123rd year of Ascendancy at 18:40 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Lyla the Drem Adventurer level 34
37th Stralite 123rd year of Ascendancy at 16:32 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Lyla the Drem Adventurer level 10
45th Profit 122nd year of Ascendancy at 12:50 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Lyla the Drem Adventurer level 20
13rd Shortage 122nd year of Ascendancy at 18:50 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Lyla the Drem Adventurer level 30
30th Gold 123rd year of Ascendancy at 07:27 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Lyla the Drem Adventurer level 40
26th Wealth 123rd year of Ascendancy at 10:03 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Lyla the Drem Adventurer level 50
21st Shortage 123rd year of Ascendancy at 11:47 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Lyla the Drem Adventurer level 50
19th Iron 124th year of Ascendancy at 08:55 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Lyla the Drem Adventurer level 24
42nd Steel 123rd year of Ascendancy at 03:32 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Lyla the Drem Adventurer level 50
8th Iron 124th year of Ascendancy at 19:01 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Lyla the Drem Adventurer level 40
26th Wealth 123rd year of Ascendancy at 21:49 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Lyla the Drem Adventurer level 25
1st Gold 123rd year of Ascendancy at 07:35 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Lyla the Drem Adventurer level 44
22nd Dearth 123rd year of Ascendancy at 05:11 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Lyla the Drem Adventurer level 50
23rd Iron 124th year of Ascendancy at 07:10 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Lyla the Drem Adventurer level 7
40th Profit 122nd year of Ascendancy at 09:04 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Lyla the Drem Adventurer level 50
23rd Iron 124th year of Ascendancy at 07:11 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Lyla the Drem Adventurer level 43
21st Dearth 123rd year of Ascendancy at 05:04 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Lyla the Drem Adventurer level 1
21st Profit 122nd year of Ascendancy at 04:16 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Lyla the Drem Adventurer level 20
23rd Iron 123rd year of Ascendancy at 08:31 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Lyla the Drem Adventurer level 47
3rd Loss 123rd year of Ascendancy at 01:41 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Lyla the Drem Adventurer level 24
45th Steel 123rd year of Ascendancy at 08:53 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Lyla the Drem Adventurer level 20
13rd Shortage 122nd year of Ascendancy at 21:11 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Lyla the Drem Adventurer level 41
30th Wealth 123rd year of Ascendancy at 04:47 see stats
Log
There is an item here: Core of the Forge (127% power, 40 apr, dreamforge damage)
There is an item here: Great Caller (100% power, 18 apr, nature damage)
There is an item here: Flashrigor
There is an item here: voratun amulet
There is an item here: Duvechak the voratun amulet
There is an item here: Unflinching Eye
There is an item here: Shard of Insanity
There is an item here: Salawen the Demonwedge
There is an item here: Fiery Choker
There is an item here: gold amulet 'Scorchrebel'
There is an item here: Poxdeath
There is an item here: Eruledur the gold amulet
There is an item here: gold amulet 'Nerilrawyn'
There is an item here: Earthen Beads
There is an item here: Choker of Dread
There is an item here: Camagorek the gold amulet
There is an item here: stralite amulet 'Torchquencher'
There is an item here: stralite amulet 'Harulathavon'
There is an item here: steel amulet
There is an item here: copper amulet
There is an item here: copper amulet
There is an item here: clarifying gold amulet
There is an item here: Murkweeper the voratun amulet
There is an item here: good explosive shell
There is an item here: dwarven steel mental stimulator
There is an item here: dwarven steel grounding strap
There is an item here: dwarven steel grip































































































































