












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
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.
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 38 / 74% |
Size | small |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 15 on the 54th Haze 122nd year of Ascendancy at 14:16 2 / 5Killed by Urkis, the High Tempest at level 16 on the 56th Haze 122nd year of Ascendancy at 07:25 Killed by Urkis, the High Tempest at level 16 on the 56th Haze 122nd year of Ascendancy at 09:44 Killed by Grand Corruptor at level 22 on the 4th Regrowth 123rd year of Ascendancy at 21:19 Killed by Eluna the orc blood mage at level 30 on the 63rd Dusk 123rd year of Ascendancy at 17:09 |
Primary Stats
Strength | 43 (base 13) |
Dexterity | 112 (base 60) |
Constitution | 45 (base 32) |
Magic | 16 (base 10) |
Willpower | 13 (base 11) |
Cunning | 103 (base 60) |
Resources
Life | 888/900 |
Stamina | 194/194 |
Healing Factor | 1.2511689881047 |
Regeneration | 12.214177357502 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +95.863768271252% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 53.02303075712 |
See Invisible | 63.02303075712 |
Offense: Mainhand
Damage | 163 |
Accuracy | 70 |
Crit Chance | 67% |
APR | 37 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 24 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Cold | +11% |
Temporal | +3% |
Blight | +3% |
Fire | +6% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +20% |
Acid | +15% |
Fire | +10% |
Defense: Base
Armour (hardiness) | 63.757159458291 (64.443313846937%) |
Defense | 93 |
Ranged Defense | 96 |
Fatigue | 10.923805221685 |
Physical Save | 53 |
Spell Save | 40 |
Mental Save | 42 |
Defense: Resistances
Blight | + 39%( 70%) |
Physical | + 1%( 70%) |
Cold | + 38%( 70%) |
All | 0%( 70%) |
Darkness | + 30%( 70%) |
Light | + 21%( 70%) |
Temporal | + 6%( 70%) |
Fire | + 49%( 70%) |
Lightning | + 3%( 70%) |
Defense: Immunities
Confusion Resistance | 30% |
Stun Resistance | 27% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 555 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 123 with a minimum range of 15. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -756 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 766 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Technique / Tireless Combatant | 1.50 |
| 3/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Buckler Training | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Race / Halfling | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Pace Yourself |
talent | Counter Shot |
talent | Bombardment |
talent | Trained Reactions |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Maresyna. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | 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 repented thief from death by decaying devourer. Escort: repented thief (level 6 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed sandworm tooth. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala has completed an elixir of mysticism 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 ritch stinger. * You've found the needed hummerhorn wing. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * 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* You have found 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 | ![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Resists +3% lightning +6% fire +6% cold Confus- +20% ---------- misc Hate/m.crit +1.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 shot ammo [Ego+] Nature/Master Power 51.0 - 61.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +13.5% Capacity 21 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 148 physical damage On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +8% darkness Melee Ret 10 fire ----- def ----- Resists +9% light +7% fire Affinity +5% darkness ---------- misc Light +5 Infravis +5 Moonlight Ray: Puts all charms on 6 cooldown Level 4.0 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 88.79 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +15 Str +5 Dex ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 186.5 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +11 Dex +8 Cun dps ---------- Acc +7 (+2 eff.) Apr +10 ----- def ----- Armour +3 Phys.save +11 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Res.pen +15% acid Melee Ret 8 blight ----- def ----- Armour +4 Defense +10 (+2 eff.) Create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Cun +7 Con dps ---------- Dmg.mod +11% cold ----- def ----- Defense +16 (+3 eff.) Resists +9% blight +22% cold +1% physical Phys.save +14 (+5 eff.) Blind- +10% Disease- +10% Confus- +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% blight +3% temporal Res.pen +20% blight Acc +10 (+2 eff.) Apr +11 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Defense +11 (+2 eff.) HP.reg +4.00 Stun/Frz- +27% Disengage: Puts all charms on 7 cooldown Level 2.6 Pwr.cost 7 out of 10/10. Range 7 Travel.spd 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 131% 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 | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 42 power out of 60/60 The evilness of undeath radiates from this amulet. |
In main hand | ![]() 4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +9 Dex +2 Wil +6 Cun dps ---------- Phys.crit +8.0% Mind.crit +8% Mind.pwr +15 (+5 eff.) Dmg.mod +12% mind ----- def ----- Resists +9% fire +10% cold Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +13 (+4 eff.) ---------- misc Psi/ret +0.20 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 50.0 - 60.0 Light Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+3 eff.) Rng.Def +17 (+4 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+6 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) Dmg.mod +6% fire Res.pen +10% fire ----- def ----- Armour +5 Defense +14 (+3 eff.) Fatigue -4% Resists +27% fire +12% light +6% temporal Phys.save +16 (+5 eff.) Spell.save +14 (+4 eff.) Mind.save +11 (+4 eff.) Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +5 Str +5 Dex dps ---------- Phys.crit +6.0% Apr +11 ----- def ----- Armour +8 Defense +32 (+6 eff.) Fatigue +8% Phys.save +11 (+4 eff.) ---------- misc Stam/turn +0.70 Second Wind: (Instant) Puts all charms on 25 cooldown Level 4.0 Pwr.cost 25 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 69 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 180 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +8 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Max.HP +74.00 HP.reg +5.00 Heal.mod +15% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 T4 shot ammo [Ego++] Master/Psionic Power 56.0 - 67.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +16.5% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 18 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 70.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 70.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 11 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Maresyna the Halfling Skirmisher level 21
74th Haze 122nd year of Ascendancy at 21:42 see stats
By Maresyna the Halfling Skirmisher level 35
11st Haze 123rd year of Ascendancy at 01:14 see stats
By Maresyna the Halfling Skirmisher level 21
70th Haze 122nd year of Ascendancy at 01:03 see stats
By Maresyna the Halfling Skirmisher level 28
35th Pyre 123rd year of Ascendancy at 12:42 see stats
By Maresyna the Halfling Skirmisher level 29
41st Pyre 123rd year of Ascendancy at 23:52 see stats
By Maresyna the Halfling Skirmisher level 27
32nd Pyre 123rd year of Ascendancy at 17:29 see stats
By Maresyna the Halfling Skirmisher level 30
59th Dusk 123rd year of Ascendancy at 22:18 see stats
By Maresyna the Halfling Skirmisher level 12
55th Dusk 122nd year of Ascendancy at 05:33 see stats
By Maresyna the Halfling Skirmisher level 25
24th Pyre 123rd year of Ascendancy at 13:33 see stats
By Maresyna the Halfling Skirmisher level 37
23rd Haze 123rd year of Ascendancy at 02:40 see stats
By Maresyna the Halfling Skirmisher level 18
66th Haze 122nd year of Ascendancy at 13:40 see stats
By Maresyna the Halfling Skirmisher level 22
2nd Decay 122nd year of Ascendancy at 13:41 see stats
By Maresyna the Halfling Skirmisher level 23
27th Regrowth 123rd year of Ascendancy at 15:31 see stats
By Maresyna the Halfling Skirmisher level 10
6th Flare 122nd year of Ascendancy at 01:54 see stats
By Maresyna the Halfling Skirmisher level 20
69th Haze 122nd year of Ascendancy at 07:33 see stats
By Maresyna the Halfling Skirmisher level 30
6th Flare 123rd year of Ascendancy at 04:35 see stats
By Maresyna the Halfling Skirmisher level 33
1st Time of Equilibrium 123rd year of Ascendancy at 07:35 see stats
By Maresyna the Halfling Skirmisher level 30
54th Dusk 123rd year of Ascendancy at 14:30 see stats
By Maresyna the Halfling Skirmisher level 24
22nd Pyre 123rd year of Ascendancy at 14:03 see stats
By Maresyna the Halfling Skirmisher level 26
24th Pyre 123rd year of Ascendancy at 15:11 see stats
By Maresyna the Halfling Skirmisher level 19
69th Haze 122nd year of Ascendancy at 03:55 see stats
By Maresyna the Halfling Skirmisher level 5
77th Pyre 122nd year of Ascendancy at 08:27 see stats
By Maresyna the Halfling Skirmisher level 37
23rd Haze 123rd year of Ascendancy at 19:11 see stats
By Maresyna the Halfling Skirmisher level 23
47th Regrowth 123rd year of Ascendancy at 12:37 see stats
By Maresyna the Halfling Skirmisher level 37
23rd Haze 123rd year of Ascendancy at 18:17 see stats
By Maresyna the Halfling Skirmisher level 13
22nd Haze 122nd year of Ascendancy at 08:24 see stats
By Maresyna the Halfling Skirmisher level 14
32nd Haze 122nd year of Ascendancy at 04:10 see stats
By Maresyna the Halfling Skirmisher level 23
47th Regrowth 123rd year of Ascendancy at 10:11 see stats
By Maresyna the Halfling Skirmisher level 27
32nd Pyre 123rd year of Ascendancy at 20:03 see stats
By Maresyna the Halfling Skirmisher level 17
65th Haze 122nd year of Ascendancy at 05:40 see stats
By Maresyna the Halfling Skirmisher level 19
69th Haze 122nd year of Ascendancy at 07:33 see stats
Log
You gain 7.51 gold from the transmogrification of slime-covered stralite battleaxe of evisceration (43-64 power, 3 apr).
You gain 8.98 gold from the transmogrification of void walker's dragonbone magestaff (30-36 power, 6 apr, cold element).
You gain 9.31 gold from the transmogrification of imbued dragonbone magestaff of channeling (30-36 power, 6 apr, arcane element).
You gain 6.65 gold from the transmogrification of dragonbone vilestaff of greater warding (30-36 power, 6 apr, acid element).
You gain 9.90 gold from the transmogrification of cruel dragonbone starstaff of channeling (30-36 power, 6 apr, temporal element).
You gain 4.95 gold from the transmogrification of shimmering elven-wood starstaff of might (25-30 power, 5 apr, light element).
You gain 2.25 gold from the transmogrification of insulating voratun amulet of cunning (+5).
You gain 4.34 gold from the transmogrification of stralite amulet of vision.
You gain 1.50 gold from the transmogrification of stormshield rune of the sneak (threshold 19; blocks 6; dur 4; cd 17).
You gain 1.35 gold from the transmogrification of shielding rune (absorb 118; dur 5; cd 17).
You gain 1.70 gold from the transmogrification of ethereal rune (power 14; resist 27%; move 30%; dur 5; cd 22).
You gain 2.27 gold from the transmogrification of acid wave rune of the duelist (damage 400; dur 4; cd 22).
You gain 1.53 gold from the transmogrification of movement infusion (speed 630%; cd 10).
There is a collapsing hidden vault here (press '' or right click to use).
Saving game...
Saving done.
There is an entrance to a slimy pit here (press '' or right click to use).
Ran for 7 turns (stop reason: interesting terrain).
Maresyna deactivates Pace Yourself.
Maresyna activates Pace Yourself.
Maresyna deactivates Counter Shot.
Maresyna activates Counter Shot.
Maresyna deactivates Bombardment.
Maresyna activates Bombardment.
Maresyna deactivates Trained Reactions.
Maresyna activates Trained Reactions.
There is an exit to Grushnak Pride here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.