














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 | Higher |
| Class | Summoner |
| Level / Exp | 50 / 2122% |
| Size | medium |
| Lifes / Deaths | Killed by Xanariann the squid at level 19 on the 73rd Haze 122nd year of Ascendancy at 21:01 0 / 8Killed by Xanariann the squid at level 19 on the 73rd Haze 122nd year of Ascendancy at 21:44 Killed by Aroyavea the saw horror at level 20 on the 75th Haze 122nd year of Ascendancy at 17:45 Killed by Emelorin the orc cryomancer at level 50 on the 8th Flare 123rd year of Ascendancy at 22:44 Killed by Xanelemina the naga myrmidon at level 50 on the 53rd Dusk 123rd year of Ascendancy at 02:49 Killed by Elandar at level 50 on the 53rd Dusk 123rd year of Ascendancy at 08:14 Killed by Atamathon the Giant Golem at level 50 on the 62nd Dusk 123rd year of Ascendancy at 09:42 Killed by Atamathon the Giant Golem at level 50 on the 62nd Dusk 123rd year of Ascendancy at 14:48 |
| Antimagic | Follower |
Primary Stats
| Strength | 33 (base 10) |
| Dexterity | 83 (base 32) |
| Constitution | 91 (base 60) |
| Magic | 31 (base 10) |
| Willpower | 114.6403972265 (base 60) |
| Cunning | 175.26109237288 (base 60) |
Resources
| Life | 1497/1497 |
| Steam | 100/100 |
| Equilibrium | 38 |
| Psi | 195/195 |
| Healing Factor | 1.9457453763918 |
| Regeneration | 60.026244861687 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +52.64892493468% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 13 |
| Lite | 9 |
| Infravision | 11 |
| See Stealth | 76.557076872964 |
| See Invisible | 76.557076872964 |
Offense: Mainhand
| Damage | 122 |
| Accuracy | 85 |
| Crit Chance | 105% |
| APR | 86 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 119 |
| Accuracy | 85 |
| Crit Chance | 105% |
| APR | 86 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 84% |
| Speed | 1 |
Offense: Mind
| Mindpower | 92 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +37% |
| Physical | +122% |
| Cold | +62% |
| All | +7% |
| Lightning | +43% |
| Light | +16% |
| Mind | +28% |
| Fire | +109% |
| Nature | +10% |
Offense: Damage Penetration
| Fire | +50% |
| Acid | +18% |
| Nature | +10% |
| Darkness | +5% |
| Cold | +18% |
| Physical | +82% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 85.699232954414 (85.404685247777%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 6 |
| Physical Save | 72 |
| Spell Save | 55 |
| Mental Save | 91 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 48%( 70%) |
| Arcane | + 43%( 70%) |
| Cold | + 63%( 70%) |
| All | + 22%( 70%) |
| Physical | + 66%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 31%( 70%) |
| Mind | + 44%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 62%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 30% |
| Blind Resistance | 34% |
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
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 80% efficiency and cooldown mod of 50%. |
| 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 191% efficiency and cooldown mod of 57%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 583% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Master Summoner |
| talent | Psiblades |
| talent | Skate |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
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. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Emeluyawen the poison ivy. Escort: worried loremaster (level 2 of Old Forest) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Horned Horror. * 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 50. | 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 AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Beuredar the Satyrbreaker (0 def, 12 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +12 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 37% Damage when hit (Melee): 4 nature Changes stats: +6 Cun / +5 Con Changes resistances: +12% darkness Changes resistances penetration: +10% nature / +15% physical Changes damage: +3% mind Physical save: +40 (+10 eff.) Mental save: +24 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Life regen: +8.00 Mental crit. chance: +2% Infravision radius: +2 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Belina'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+3 eff.) Changes stats: +7 Wil Changes damage: +6% physical Critical mult.: +20.00% Physical save: +15 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +11 (+2 eff.) Stun/Freeze immunity: +24% Only die when reaching: -60.00 life Maximum life: +20.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +11% Light radius: +10 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Growquencher' (0 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: Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Mag / +8 Wil / +16 Cun / +14 Lck Changes resistances: +18% lightning / +13% acid / +30% fire / +12% nature / +22% cold Mental save: +15 (+3 eff.) Spell crit. chance: +7% Mindpower: +6 (+1 eff.) Mental crit. chance: +7% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Seweridol (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Fatigue: +5% Effects on melee hit: * 21% chance to reduce all saves and defense by 47 Damage (Melee): 15 lightning / 15 fire / 40 darkness / 38 mind Changes stats: +2 Mag / +2 Con Changes resistances: +10% lightning / +9% darkness / +6% blight / +12% fire / +6% light Changes damage: +11% lightning / +8% fire / +3% nature Talent granted: +5 Iron Grip Critical mult.: +12.00% Reduces incoming crit damage: 5.00% Mental save: -7 (-1 eff.) Disarm immunity: +100% Spell crit. chance: +16% Mindpower: +10 (+2 eff.) Mental crit. chance: +19% When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 2) on crit: +15 lightning / +14 fire It can be used to activate talent Ruined Earth, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Ulykor the Shademire (dig speed 24 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+3 eff.) Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str Changes resistances: +8% physical / +18% mind / +9% light Changes resistances penetration: +5% darkness / +19% physical Changes damage: +15% mind / +14% fire Critical mult.: +20.00% Mental save: +15 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | GlitterpainInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +15 Defense: +17 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 47 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 47 Damage (Ranged): 35 physical Changes stats: +10 Cun Changes resistances: +3% lightning / +15% physical / +6% blight / +32% fire / +12% nature Changes damage: +16% fire / +9% light / +15% physical Reduces incoming crit damage: 10.00% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Mindpower: +5 (+1 eff.) Infravision radius: +1 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 5.5 Power cost: 15 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 | voratun ring 'Urthumas'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: +13 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 mind Changes stats: +8 Cun / +8 Dex Changes resistances: +12% temporal / +6% light / +15% blight / +6% fire / +15% nature Changes resistances penetration: +5% mind Changes damage: +3% mind Mental save: +30 (+6 eff.) Poison immunity: +30% Disease immunity: +30% Confusion immunity: +95% Rings make your fingers look great! |
| Around neck | Mayatta the MagmarebelCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Fatigue: -20% Damage when hit (Melee): 4 light Changes stats: +18 Dex / +3 Wil / +17 Cun / +19 Con Changes resistances: +6% arcane / +9% fire Changes resistances penetration: +30% fire Changes damage: +12% fire / +8% physical Mental save: +13 (+3 eff.) Confusion immunity: +21% Life regen: +10.00 Stamina each turn: +3.00 Mindpower: +12 (+2 eff.) Movement speed: +20% Combat speed: +10% Amulets make your neck look great! |
| In main hand | Isibretha (114% power, 63 apr, nature 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: 83% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +63 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 24% chance to slow global speed by 77% * chills your foe dealing 40 damage and slowing them by one tenth of a turn When wielded/worn: Damage (Melee): 20 physical Changes stats: +7 Cun / +7 Wil Changes resistances: +9% lightning / +25% physical / +9% nature Changes resistances penetration: +28% physical Changes damage: +25% lightning / +25% fire / +44% physical / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Mental save: +9 (+2 eff.) Confusion immunity: +10% Life regen: +2.00 Maximum life: +50.00 Mindpower: +17 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Zotar the drakeskin leather belt Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Effects on melee hit: * 24 arcane resource burn Changes stats: +7 Str / +12 Dex / +7 Wil / +13 Cun / +10 Lck Changes resistances: +12% lightning / +6% fire / +6% arcane Changes damage: +12% physical Trap disarming bonus: +26 Stealth bonus: +15 Physical save: +34 (+8 eff.) Spell save: +19 (+6 eff.) Mental save: +19 (+4 eff.) Stun/Freeze immunity: +20% Life regen: +1.60 Mindpower: +12 (+2 eff.) Infravision radius: +6 Healing mod.: +28% A belt that goes around your waist. |
| In off hand | living mindstar 'Galidukan' (111% power, 63 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 83% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +63 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * shock your foe dealing 42 damage and draining some of their resources Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +8 mind When wielded/worn: Changes stats: +12 Cun Changes resistances: +9% acid / +3% nature Changes resistances penetration: +18% acid / +20% fire / +20% physical / +18% cold Changes damage: +30% acid / +27% fire / +30% physical / +30% cold Talent granted: +1 Attune Mindstar Critical mult.: +32.00% Mindpower: +37 (+7 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +90 Max wilder summons: +6 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | elven-silk cloak 'Manydrazilahor' (3 def, 11 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +11 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 77% Changes stats: +4 Mag / +12 Wil / +6 Cun Changes resistances: +6% blight / +30% cold / +30% lightning / +12% fire Mental save: +15 (+3 eff.) Stun/Freeze immunity: +50% Maximum life: +51.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Natar the Cinderpanic (0 def, 38 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: Accuracy: +20 (+4 eff.) Armour: +38 Fatigue: +12% Changes stats: +1 Str / +1 Dex / +5 Cun Changes resistances: +6% fire / +10% mind / +8% physical Reduces incoming crit damage: 35.00% Physical save: +32 (+8 eff.) Mental save: +25 (+5 eff.) Life regen: +11.00 Stamina each turn: +2.00 Maximum life: +69.00 Healing mod.: +20% A suit of armour made of metal plates. |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Awakened Staff of Absorption (172% power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+21 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 145 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." |
Steam Powered Boots (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
600 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. |
8 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. |
Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-3 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+4 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+8 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) 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. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 37 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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 8 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. |
9 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. |
4 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 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 (2/2)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 146 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 19] amazing fiery salve [power 19]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 80% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (19% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 19] amazing frost salve [power 19]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 80% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 267] amazing healing salve [power 267]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 80% efficiency and 50% cooldown modifier. It can be used to heal 267 Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 234] amazing pain suppressor salve [power 234]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 80% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -234 life and reduces all damage by 28% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 8 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing unstoppable force salve [power 74] amazing unstoppable force salve [power 74]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 80% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 74 and healing factor by half Activation puts Talent Medical Injector on cooldown for 13 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 19] amazing water salve [power 19]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 80% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (19% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 19 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. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 77% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+6 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 37 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
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. |
Arthileraleg the Spidernoon [power 428] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 77% Damage when hit (Melee): 4 light Changes resistances: +6% light Changes resistances penetration: +10% light / +5% nature Changes damage: +6% nature It can be used to create a shield absorbing up to 428 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 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 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Elaine Gustav the Higher Summoner level 42
46th Pyre 123rd year of Ascendancy at 02:09 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Elaine Gustav the Higher Summoner level 42
31st Pyre 123rd year of Ascendancy at 02:15 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Elaine Gustav the Higher Summoner level 31
58th Regrowth 123rd year of Ascendancy at 23:58 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 Elaine Gustav the Higher Summoner level 45
58th Pyre 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 Elaine Gustav the Higher Summoner level 44
53rd Pyre 123rd year of Ascendancy at 19:08 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Elaine Gustav the Higher Summoner level 28
18th Regrowth 123rd year of Ascendancy at 15:43 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Elaine Gustav the Higher Summoner level 34
5th Pyre 123rd year of Ascendancy at 02:01 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Elaine Gustav the Higher Summoner level 8
31st Haze 122nd year of Ascendancy at 20:15 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Elaine Gustav the Higher Summoner level 44
51st Pyre 123rd year of Ascendancy at 18:35 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Elaine Gustav the Higher Summoner level 33
4th Pyre 123rd year of Ascendancy at 20:06 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Elaine Gustav the Higher Summoner level 50
53rd Dusk 123rd year of Ascendancy at 11:55 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Elaine Gustav the Higher Summoner level 23
2nd Regrowth 123rd year of Ascendancy at 00:35 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Elaine Gustav the Higher Summoner level 32
71st Regrowth 123rd year of Ascendancy at 07:49 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Elaine Gustav the Higher Summoner level 27
12nd Regrowth 123rd year of Ascendancy at 03:21 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Elaine Gustav the Higher Summoner level 50
48th Dusk 123rd year of Ascendancy at 20:33 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By Elaine Gustav the Higher Summoner level 35
11st Pyre 123rd year of Ascendancy at 09:56 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 Elaine Gustav the Higher Summoner level 20
76th Haze 122nd year of Ascendancy at 00:08 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 Elaine Gustav the Higher Summoner level 47
58th Pyre 123rd year of Ascendancy at 21:05 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Elaine Gustav the Higher Summoner level 10
43rd Haze 122nd year of Ascendancy at 22:54 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Elaine Gustav the Higher Summoner level 20
75th Haze 122nd year of Ascendancy at 15:50 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Elaine Gustav the Higher Summoner level 30
31st Regrowth 123rd year of Ascendancy at 02:56 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Elaine Gustav the Higher Summoner level 40
28th Pyre 123rd year of Ascendancy at 11:03 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Elaine Gustav the Higher Summoner level 50
1st Summertide 123rd year of Ascendancy at 02:40 see stats
Look at me, I'm playing a roguelike! (Insane (Adventure) difficulty)
Linked yourself in the in-game chat.By Elaine Gustav the Higher Summoner level 50
49th Dusk 123rd year of Ascendancy at 05:11 see stats
May the 4th be with you!
.By Elaine Gustav the Higher Summoner level 35
11st Pyre 123rd year of Ascendancy at 08:05 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Elaine Gustav the Higher Summoner level 50
47th Dusk 123rd year of Ascendancy at 03:18 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Elaine Gustav the Higher Summoner level 31
65th Regrowth 123rd year of Ascendancy at 12:23 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Elaine Gustav the Higher Summoner level 50
37th Dusk 123rd year of Ascendancy at 20:59 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Elaine Gustav the Higher Summoner level 35
11st Pyre 123rd year of Ascendancy at 08:01 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Elaine Gustav the Higher Summoner level 21
4th Decay 122nd year of Ascendancy at 08:48 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Elaine Gustav the Higher Summoner level 44
51st Pyre 123rd year of Ascendancy at 21:38 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Elaine Gustav the Higher Summoner level 50
53rd Dusk 123rd year of Ascendancy at 11:53 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Elaine Gustav the Higher Summoner level 30
48th Regrowth 123rd year of Ascendancy at 00:58 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Elaine Gustav the Higher Summoner level 50
8th Flare 123rd year of Ascendancy at 10:48 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Elaine Gustav the Higher Summoner level 17
67th Haze 122nd year of Ascendancy at 22:28 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Elaine Gustav the Higher Summoner level 48
75th Pyre 123rd year of Ascendancy at 00:59 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Elaine Gustav the Higher Summoner level 26
11st Regrowth 123rd year of Ascendancy at 19:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Elaine Gustav the Higher Summoner level 15
60th Haze 122nd year of Ascendancy at 23:34 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Elaine Gustav the Higher Summoner level 50
62nd Dusk 123rd year of Ascendancy at 14:48 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Elaine Gustav the Higher Summoner level 41
30th Pyre 123rd year of Ascendancy at 04:36 see stats
Log
There is an item here: schematic: Corrosive Shell
There is an item here: schematic: Botanical Shell
There is an item here: schematic: Antimagic Shell
There is an item here: schematic: Acid Groove
There is an item here: schematic: Ablative Armour
There is an item here: Spellblade (161% power, 0 apr)
There is an item here: Blood-Edge (157% power, 7 apr)
There is an item here: schematic: Voltaic Sentry
There is an item here: schematic: Unstoppable Force Salve
There is an item here: 2 schematic: Thunderclap Coating
There is an item here: 2 schematic: Steamsaw
There is an item here: schematic: Rocket Boots
There is an item here: 2 schematic: Razor Edge
There is an item here: schematic: Poison Groove
There is an item here: schematic: Magnetic Shell
There is an item here: schematic: Lightning Coil
There is an item here: schematic: Kinetic Stabiliser
There is an item here: schematic: Hook Shell
There is an item here: schematic: Hand Cannon
There is an item here: 2 schematic: Focus Lens
There is an item here: 2 schematic: Fiery Salve
There is an item here: schematic: Deflection Field
There is an item here: schematic: Corrosive Shell
There is an item here: schematic: Botanical Shell
There is an item here: schematic: Antimagic Shell
There is an item here: schematic: Acid Groove
There is an item here: schematic: Ablative Armour

























































































































