

















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! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.7.4Donators/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:
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 | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 39 / 33% |
| Size | small |
| Lifes / Deaths | Killed by squid at level 6 on the 77th Pyre 122nd year of Ascendancy at 08:28 1 / 6Killed by Emelemirin the corrupted protosentient globula at level 23 on the 2nd Haze 123rd year of Ascendancy at 16:17 Killed by armoured skeleton warrior at level 33 on the 22nd Dusk 124th year of Ascendancy at 22:50 Killed by armoured skeleton warrior at level 33 on the 23rd Dusk 124th year of Ascendancy at 00:37 Killed by Emelaldavea the thief at level 36 on the 67th Regrowth 125th year of Ascendancy at 17:19 Killed by cold drake hatchling at level 37 on the 4th Mirth 125th year of Ascendancy at 15:43 |
| Antimagic | Follower |
Primary Stats
| Strength | 7 (base 10) |
| Dexterity | 48 (base 43) |
| Constitution | 11 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 107 (base 60) |
| Cunning | 107 (base 60) |
Resources
| Life | 467/467 |
| Equilibrium | 48 |
| Psi | 524/524 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 19.777000826071 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +149% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 5 |
| See Stealth | 46.086128249601 |
| See Invisible | 46.086128249601 |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 56 |
| Crit Chance | 38% |
| APR | 80 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 99 |
| Accuracy | 56 |
| Crit Chance | 38% |
| APR | 66 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 78 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +4% |
| Mind | +59% |
| Fire | +24% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +20% |
| Nature | +4% |
| Blight | +15% |
| Mind | +50% |
| Fire | +4% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 3 |
| Physical Save | 32.51 |
| Spell Save | 45.6 |
| Mental Save | 61 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 32%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 27%( 70%) |
| Mind | + 27%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 75% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 410 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 892% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 257 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Thought-Form: Defender |
| talent | Lucid Dreamer |
| talent | Psiblades |
| talent | Antimagic Shield |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+40% global speed). Clarity |
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 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by snow giant thunderer. Escort: lone alchemist (level 2 of Daikara) | failed |
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 Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Teka. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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: 225. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Chalithel the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Wil / +3 Cun / +1 Con Changes resistances: +3% blight Changes resistances penetration: +15% blight Physical save: +5 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | FrostvengeanceCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 34% Damage when hit (Melee): 4 cold Changes resistances: +18% cold / +12% fire Changes damage: +12% fire / +12% cold Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 7 power out of 10/10) : Effective talent level: 3.9 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 277.68 mind damage and cripples the target's higher mental functions, reducing cunning by 21 and confusing (37% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
| On hands | Glimmercutter (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +9% light Changes damage: +21% mind Life regen: +6.00 Stamina each turn: +1.30 Only die when reaching: -80.00 life Maximum stamina: +26.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Dayworth [power 275] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +2 Cun Changes resistances: +9% light Changes resistances penetration: +20% light Mental save: +15 (+3 eff.) Maximum hate: +10.00 Light radius: +3 It can be used to blast the opponent's mind dealing 437 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Branirain'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +20% mind Changes damage: +6% mind Reduces incoming crit damage: 15.00% Mental save: +7 (+1 eff.) Confusion immunity: +20% Light radius: +3 Infravision radius: +2 Rings make your fingers look great! |
| On fingers | solipsist's gold ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +9 Defense: +7 (+4 eff.) Changes stats: +6 Cun / +6 Wil Mindpower: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 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 135% 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 | Duathelhacker of the BlightspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 42% chance to reduce strength, dexterity, and constitution by 7 * 24% chance to reduce damage dealt by 34% Changes stats: +5 Dex / +7 Cun / +5 Con Changes resistances: +3% lightning / +9% physical / +6% temporal Changes resistances penetration: +15% lightning Life regen: +2.00 Stamina each turn: +1.30 Movement speed: +10% Amulets make your neck look great! |
| In main hand | living mindstar of balance (17-19 power, 71 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 89% Wil, 54% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +71 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +5 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +1.10 Mindpower: +18 (+4 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 | noble's rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Changes stats: +3 Cun / +4 Wil Damage against: +15% Summoned Reduced damage from: +15% Summoned Critical mult.: +6.00% A belt that goes around your waist. |
| In off hand | harmonious pulsing mindstar of flames (13-14 power, 57 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 89% Wil, 54% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +57 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 fire Changes resistances: +4% nature / +8% fire Changes resistances penetration: +4% nature / +4% fire Changes damage: +4% nature / +12% fire Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Mindpower: +14 (+3 eff.) Mental crit. chance: +4% Global speed: +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. |
| Cloak | Emura (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +18 Cun / +4 Wil Changes resistances: +6% temporal Hate when firing a critical mind attack: +5.00 Maximum psi: +20.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe of the mind (+12%) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +12% mind / +11% all Changes damage: +12% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Rune of the Rift (578.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 578.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +3 Cun / +3 Con Life regen: +2.00 Stamina each turn: +0.70 Movement speed: +10% Amulets make your neck look great! |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
reinforced hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +8 (+4 eff.) Changes stats: +4 Dex / +4 Cun / +7 Lck Trap disarming bonus: +5 Stealth bonus: +6 Physical save: +12 (+5 eff.) Infravision radius: +4 A belt that goes around your waist. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+5 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
voratun gauntlets 'Aryminne' (25 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Armour: +3 Defense: +25 (+13 eff.) Fatigue: +5% Changes stats: +7 Dex Changes damage: +24% physical Critical mult.: +6.00% Spell crit. chance: +12% Mental crit. chance: +17% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather cap 'Scorchshear' (20 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +6 Defense: +20 (+10 eff.) Fatigue: +3% Changes stats: +5 Dex Changes resistances: +12% acid / +6% fire Changes resistances penetration: +20% fire Infravision radius: +3 A cap made of leather. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 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. |
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 9 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. |
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 172 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. |
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. |
Burning StarPowered 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 26 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Teka the Yeek Solipsist level 36
1st Mirth 125th year of Ascendancy at 13:54 see stats
Against all odds
Killed Ukruk in the ambush.By Teka the Yeek Solipsist level 34
23rd Dusk 124th year of Ascendancy at 18:49 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Teka the Yeek Solipsist level 20
58th Dusk 123rd year of Ascendancy at 01:31 see stats
Brave new world
Went to the Far East and took part in the war.By Teka the Yeek Solipsist level 39
2nd Dusk 125th year of Ascendancy at 15:22 see stats
Bringer of Doom
Killed a Bringer of Doom.By Teka the Yeek Solipsist level 25
14th Regrowth 124th year of Ascendancy at 12:47 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Teka the Yeek Solipsist level 10
68th Haze 122nd year of Ascendancy at 03:32 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Teka the Yeek Solipsist level 38
6th Mirth 125th year of Ascendancy at 11:16 see stats
Exterminator
Killed 1000 creatures.By Teka the Yeek Solipsist level 20
68th Dusk 123rd year of Ascendancy at 04:29 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Teka the Yeek Solipsist level 29
70th Regrowth 124th year of Ascendancy at 00:11 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Teka the Yeek Solipsist level 29
58th Regrowth 124th year of Ascendancy at 18:05 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Teka the Yeek Solipsist level 30
18th Pyre 124th year of Ascendancy at 12:35 see stats
Level 10
Got a character to level 10.By Teka the Yeek Solipsist level 10
68th Haze 122nd year of Ascendancy at 03:30 see stats
Level 20
Got a character to level 20.By Teka the Yeek Solipsist level 20
50th Dusk 123rd year of Ascendancy at 12:10 see stats
Level 30
Got a character to level 30.By Teka the Yeek Solipsist level 30
11st Pyre 124th year of Ascendancy at 01:06 see stats
Poisonous
Sided with the assassin lord.By Teka the Yeek Solipsist level 24
24th Haze 123rd year of Ascendancy at 03:50 see stats
Purely a Formality
Unlock a locked race or class while playing a character of that race/class.By Teka the Yeek Solipsist level 35
48th Regrowth 125th year of Ascendancy at 22:19 see stats
Size matters
Did over 600 damage in one attack.By Teka the Yeek Solipsist level 21
73rd Dusk 123rd year of Ascendancy at 17:47 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Teka the Yeek Solipsist level 38
6th Mirth 125th year of Ascendancy at 15:37 see stats
Take you with me
Killed a boss while already dead.By Teka the Yeek Solipsist level 6
77th Pyre 122nd year of Ascendancy at 08:22 see stats
The Arena
Unlocked Arena mode.By Teka the Yeek Solipsist level 9
5th Dusk 122nd year of Ascendancy at 20:19 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Teka the Yeek Solipsist level 24
10th Decay 123rd year of Ascendancy at 21:57 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Teka the Yeek Solipsist level 30
13rd Dusk 124th year of Ascendancy at 21:16 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Teka the Yeek Solipsist level 24
10th Decay 123rd year of Ascendancy at 07:07 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Teka the Yeek Solipsist level 26
18th Regrowth 124th year of Ascendancy at 06:39 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Teka the Yeek Solipsist level 20
68th Dusk 123rd year of Ascendancy at 22:37 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Teka the Yeek Solipsist level 33
23rd Dusk 124th year of Ascendancy at 03:05 see stats
Log
Today is the 23rd Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:48.
Today is the 24th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:10.
Today is the 25th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:20.
Today is the 26th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:41.
Today is the 27th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.
Ran for 9 turns (stop reason: hostile spotted to the west (Orcs patrol)).
Today is the 28th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:00.
Today is the 29th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:21.
Today is the 30th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:31.
Today is the 31st Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:05.
Ran for 16 turns (stop reason: hostile spotted to the northwest (Orcs patrol)).
Today is the 32nd Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
Today is the 33rd Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:13.
There is a Entrance to a dark crypt here (press '' or right click to use).
Today is the 34th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 35th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:58.

































































































