











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 50 / 2448% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 109 (base 60) |
| Dexterity | 142 (base 66) |
| Constitution | 80 (base 35) |
| Magic | 49 (base 15) |
| Willpower | 46 (base 11) |
| Cunning | 96 (base 60) |
Resources
| Life | 1905/1905 |
| Mana | 0/454 |
| Stamina | 173/298 |
| Steam | 100/100 |
| Healing Factor | 1.4210366327279 |
| Regeneration | 91.563167445889 |
Speed
| Mental | +29.634504345218% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +158.47695500022% |
Vision
| Sight | 10 |
| Lite | 22 |
| Infravision | 5 |
| See Stealth | 58.91455426921 |
| See Invisible | 57.91455426921 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 221 |
| Accuracy | 126 |
| Crit Chance | 117% |
| APR | 98 |
| Speed | 0.77 |
Offense: Offhand
| Damage | 191 |
| Accuracy | 126 |
| Crit Chance | 117% |
| APR | 98 |
| Speed | 0.77 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +32% |
| Blight | +19% |
| Arcane | +13% |
| Cold | +36% |
| All | +7% |
| Darkness | +29% |
| Light | +30% |
| Physical | +131% |
| Mind | +28% |
| Fire | +32% |
| Nature | +19% |
Offense: Damage Penetration
| Acid | +78% |
| Blight | +63% |
| Arcane | +68% |
| Mind | +73% |
| All | +53% |
| Darkness | +66% |
| Light | +79% |
| Physical | +125% |
| Nature | +63% |
Defense: Base
| Armour (hardiness) | 31 (57.718496631565%) |
| Defense | 116 |
| Ranged Defense | 116 |
| Fatigue | 0 |
| Physical Save | 70 |
| Spell Save | 49 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 64%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 53%( 70%) |
| Cold | + 60%( 70%) |
| All | + 48%( 70%) |
| Lightning | + 68%( 70%) |
| Light | + 68%( 70%) |
| Physical | + 70%( 70%) |
| Mind | + 50%( 70%) |
| Darkness | + 58%( 70%) |
| Fire | + 57%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Confusion Resistance | 100% |
| Poison Resistance | 70% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Strength 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 306 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 magical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 921 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.94 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Duelist | 1.60 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.60 |
| 3/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Battle tactics | 1.94 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 2.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Thuggery | 1.60 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Mobility | 1.94 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Conditioning | 1.60 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Trained Reactions |
| talent | Premonition |
| talent | Chant of Fortitude |
| talent | Total Thuggery |
| beneficial effect | Parrying melee and ranged attacks: Has a 86% chance to deflect up to 43 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | The thrill of combat improves the target's maximum life by 14%, life regeneration by 29.18, and stamina regeneration by 5.84. Bloodbath |
| beneficial effect | Increases global action speed by 58%. Speed |
| beneficial effect | Increases defense by 26. Mobile Defense |
| beneficial effect | The target's accuracy is improved by 155. Perfect Accuracy |
| beneficial effect | Each melee blow landed has a 75% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
| beneficial effect | The target has 40% chance to evade melee and ranged attacks and gains 59 defense. Evasion |
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 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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Ce'Nydatha the emperor wight. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You abandoned lost sun paladin, to death. Escort: lost sun paladin (level 4 of Old Forest) | failed |
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 repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1356. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed orc heart. * You've found the needed multi-hued wyrm scale. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * '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.' * You've found the needed faerlhing fang. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Frigidzephyr' (14 def, 5 armour) 3.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +10 Str +14 Dex +5 Wil +4 Cun +9 Con offense ------ Spellpower +5 (+2 eff.) Damage +15% cold +9% physical Ignore Shields +10% When Hit 6 arcane On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 defense ------ Armor +5 Defense +14 (+3 eff.) Fatigue +4% Physical save +29 (+7 eff.) Spell save +24 (+8 eff.) Mind save +12 (+3 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Mana-on-crit +2.11 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Grinahor the Glimmerrage 1.0 Encumbrance T5 lite [Rare] Nature While equipped: Stats +7 Dex +3 Wil +11 Con offense ------ Mind Crit +3% Damage +20% light Ignore resists +26% light defense ------ Resistance +29% blight +5% arcane Life +60.00 Life Regen +16.00 Disarm Resist +21% other ------- Light +10 See Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Nutokaltholach' (7 def, 14 armour) 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex +11 Wil +3 Con offense ------ Mindpower +10 (+3 eff.) Damage +6% mind Accuracy +25 (+3 eff.) defense ------ Armor +14 Defense +7 (+1 eff.) Fatigue +5% Resistance +22% blight +20% darkness +20% light +5% all Physical save +14 (+4 eff.) Mind save +16 (+4 eff.) other ------- Light +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Curelore the voratun gauntlets (0 def, 3 armour) 1.5 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +14 Dex +13 Cun offense ------ Damage +12% nature Ignore resists +10% nature +10% acid Accuracy +9 (+1 eff.) Ignore Armor +15 defense ------ Armor +3 Fatigue +5% Resistance +15% acid Physical save +12 (+3 eff.) Life Regen +9.00 Disarm Resist +100% other ------- Stamina/turn +2.00 Max stamina +31.00 Talents +5 Iron Grip Cooldown Double Strike -1 Unarmed combat: Weapon Damage 137% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +18 Ignore Armor +25 Critical Rate +21.0% Attack Speed 83% On Hit: 15% Perfect Strike level 5 On Hit: 10% Nightmare level 5 On Hit: 10% Set Up level 5 Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.9 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Gloruvena [power 143] (21 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +15% mind defense ------ Resistance +3% acid +9% light +3% mind +5% arcane +3% nature Setup a psionic shield, reducing all damage taken by 143 for 5 turns Puts all charms on 21 turn cooldown 100% to reduce fatigue by 45% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Aeryna0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +12 Str +8 Dex +11 Mag +2 Wil +8 Cun +9 Con offense ------ Physical Power +14 (+3 eff.) Accuracy +15 (+2 eff.) defense ------ Mind save +10 (+3 eff.) Confus Resist +46% other ------- Light +2 Rings make your fingers look great! |
| On fingers | Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +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. |
| Around neck | stralite amulet 'Bethosekira'0.1 Encumbrance T4 amulet jewelry [Random Unique] Master While equipped: offense ------ Physical Power +9 (+2 eff.) Combat Speed +10% Damage +3% blight +8% physical Ignore resists +10% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 defense ------ Resistance +15% blight other ------- Masteries +0.34 Technique/Mobility +0.34 Technique/Battle tactics +0.34 Technique/Combat techniques Amulets make your neck look great! |
| In main hand | Elenorab the Blizzardbringer (167% power, 9 apr) 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master Weapon Damage 167% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +8 lightning +8 cold On-Hit, radius 1 +20 cold On Hit: * splashes acid on your target dealing 58 damage and reducing their armor On Critical: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +9 (+2 eff.) Ignore resists +15% all Accuracy +20 (+3 eff.) Ignore Armor +13 defense ------ Resistance +9% lightning +6% cold Sharp, short and deadly. |
| Around waist | drakeskin leather belt 'Glintvile' 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Wil offense ------ Damage +6% acid +22% physical +3% light Ignore resists +5% mind +17% physical defense ------ Defense +10 (+2 eff.) Mind save +13 (+4 eff.) Slow Projectiles +25% Life +177.00 other ------- Psi when Hit +0.20 Max psi +50.00 Light +1 A belt that goes around your waist. |
| In off hand | voratun dagger 'Medan' (165% power, 9 apr) 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master Weapon Damage 165% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * splashes acid on your target dealing 60 damage and reducing their armor On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% Damage +9% mind Ignore resists +13% all Accuracy +17 (+2 eff.) Ignore Armor +12 defense ------ Resistance +3% blight +6% cold +9% light +3% nature Life +60.00 Disease Resist +20% Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Camulathathad' (31 def, 9 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Master While equipped: Stats +6 Str +1 Dex +4 Mag +5 Con offense ------ Spellpower/crit +2 Damage +6% arcane +9% blight Ignore resists +15% arcane +15% acid defense ------ Armor +9 Defense +31 (+5 eff.) Resistance +30% lightning Physical save +40 (+10 eff.) Spell save +28 (+9 eff.) Mind save +25 (+7 eff.) Stun Resist +50% other ------- Stamina/turn +1.50 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Xabreta' (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Wil +3 Mag offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +19% acid +85% physical +22% darkness +25% fire +6% mind +14% cold Ignore resists +13% darkness +18% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 30 defense ------ Resistance +13% acid +50% physical +18% fire +12% cold +15% all Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% other ------- Stamina/turn +3.16 Max hate +15.00 See Invisibility +9 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the duelist (res 45%; mental; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 45% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. |
blink rune of the warrior (range 10; phase 26; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -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. |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
voratun dagger 'Phoenixfist' (148% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 148% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +14 nature +20 arcane While equipped: Stats +11 Str +11 Dex +13 Mag +10 Wil +11 Cun +13 Con offense ------ Damage +9% fire Accuracy +12 (+1 eff.) defense ------ Defense +12 (+2 eff.) Resistance +5% arcane +15% fire Disarm Resist +40% Sharp, short and deadly. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+17 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. 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. Uses 164 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." |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+3 eff.) Spell save +12 (+4 eff.) Mind save +12 (+3 eff.) other ------- Masteries +0.20 Technique/Thuggery Skullcracker +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
1002 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
6 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Unrylablek' (dig speed 9 turns)3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +12 Str +7 Wil offense ------ Physical Crit +13.0% Mind Crit +11% Damage +8% mind +9% fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 defense ------ Fatigue -8% Resistance +6% darkness Mind save +11 (+3 eff.) Poison Resist +20% Teleport Resist +20% other ------- EQ when Hit +0.04 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance 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? |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+1 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
dwarven lantern 'Rhobers'1.0 Encumbrance T5 lite [Random Unique] Master/Psionic While equipped: offense ------ Physical Crit +3.0% Ignore resists +13% all Ignore Armor +15 defense ------ Armor +4 Defense +15 (+3 eff.) Resistance +9% blight Physical save +16 (+4 eff.) Spell save +18 (+6 eff.) Mind save +18 (+5 eff.) Life +40.00 Blind Resist +32% Confus Resist +30% other ------- Light +12 See Stealth +17 See Invisibility +24 Track: Puts all charms on 33 turn cooldown Effective talent level: 2.6 Power cost 33 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance 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. |
Orb of Destruction (Orb of Command)1.0 Encumbrance 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. |
Orb of Undeath (Orb of Command)1.0 Encumbrance 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
75 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
10 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 Chest2.0 Encumbrance 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. |
supercharged voratun torque of clear mind [power 5] (24 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 24 turn cooldown Torques are made by powerful psionics to store psionic powers. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Sepsispierce [power 506] (17 cooldown)2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 58% defense ------ Armor +8 Defense +10 (+2 eff.) Resistance +6% cold +6% fire Healmod +5% other ------- Wards +5 acid +5 blight +5 darkness +6 nature Talents +2 Ward Create a shield absorbing up to 506 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to heal for 109. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 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. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
5 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
8 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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 (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Grey the Cornac Marauder level 36
79th Regrowth 123rd year of Ascendancy at 17:53 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Grey the Cornac Marauder level 50
40th Dusk 123rd year of Ascendancy at 22:09 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Grey the Cornac Marauder level 36
77th Regrowth 123rd year of Ascendancy at 16:56 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Grey the Cornac Marauder level 45
11st Dusk 123rd year of Ascendancy at 02:42 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Grey the Cornac Marauder level 39
35th Pyre 123rd year of Ascendancy at 04:39 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Grey the Cornac Marauder level 36
1st Time of Balance 123rd year of Ascendancy at 20:24 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Grey the Cornac Marauder level 38
31st Pyre 123rd year of Ascendancy at 18:57 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Grey the Cornac Marauder level 34
75th Regrowth 123rd year of Ascendancy at 12:45 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Grey the Cornac Marauder level 50
39th Haze 123rd year of Ascendancy at 00:06 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Grey the Cornac Marauder level 23
17th Haze 122nd year of Ascendancy at 08:02 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grey the Cornac Marauder level 27
36th Haze 122nd year of Ascendancy at 18:52 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Grey the Cornac Marauder level 37
30th Pyre 123rd year of Ascendancy at 22:22 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Grey the Cornac Marauder level 50
36th Haze 123rd year of Ascendancy at 06:38 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grey the Cornac Marauder level 28
39th Haze 122nd year of Ascendancy at 15:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Grey the Cornac Marauder level 10
3rd Summertide 122nd year of Ascendancy at 08:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Grey the Cornac Marauder level 20
52nd Dusk 122nd year of Ascendancy at 03:51 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Grey the Cornac Marauder level 30
50th Haze 122nd year of Ascendancy at 13:44 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Grey the Cornac Marauder level 40
38th Pyre 123rd year of Ascendancy at 16:04 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Grey the Cornac Marauder level 50
29th Dusk 123rd year of Ascendancy at 21:22 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Grey the Cornac Marauder level 50
78th Dusk 123rd year of Ascendancy at 23:55 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Grey the Cornac Marauder level 33
55th Regrowth 123rd year of Ascendancy at 12:54 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Grey the Cornac Marauder level 50
31st Dusk 123rd year of Ascendancy at 09:19 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Grey the Cornac Marauder level 39
32nd Pyre 123rd year of Ascendancy at 00:44 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Grey the Cornac Marauder level 33
55th Regrowth 123rd year of Ascendancy at 05:35 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Grey the Cornac Marauder level 38
31st Pyre 123rd year of Ascendancy at 21:19 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Grey the Cornac Marauder level 50
39th Haze 123rd year of Ascendancy at 00:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Grey the Cornac Marauder level 7
78th Pyre 122nd year of Ascendancy at 16:04 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Grey the Cornac Marauder level 49
19th Dusk 123rd year of Ascendancy at 08:33 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Grey the Cornac Marauder level 30
50th Haze 122nd year of Ascendancy at 23:33 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Grey the Cornac Marauder level 50
39th Haze 123rd year of Ascendancy at 00:06 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Grey the Cornac Marauder level 50
70th Dusk 123rd year of Ascendancy at 06:38 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Grey the Cornac Marauder level 10
5th Flare 122nd year of Ascendancy at 18:09 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Grey the Cornac Marauder level 42
57th Pyre 123rd year of Ascendancy at 02:39 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Grey the Cornac Marauder level 23
14th Haze 122nd year of Ascendancy at 18:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Grey the Cornac Marauder level 18
45th Dusk 122nd year of Ascendancy at 05:34 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Grey the Cornac Marauder level 35
77th Regrowth 123rd year of Ascendancy at 10:18 see stats
Log
Training Dummy is disarmed!
Training Dummy is corroded.
Greater Weapon Focus from Grey performs a melee critical strike against Training Dummy!
Grey performs a melee critical strike against Training Dummy!
Grey performs a melee critical strike against Training Dummy!
Grey's tinker attains critical power!
Greater Weapon Focus from Grey performs a melee critical strike against Training Dummy!
Greater Weapon Focus from Grey performs a melee critical strike against Training Dummy!
Training Dummy is free from the nightmare.
Greater Weapon Focus from Grey hits Training Dummy for 580 physical, 1809 physical, 8 lightning, 10 cold, 24 cold, 1818 physical, 586 physical (4836 total damage).
Grey hits Training Dummy for 1698 physical, 580 physical, 8 lightning, 10 cold, 24 cold, 81 acid, 1797 physical, 629 physical, 149 acid (4977 total damage).
Bleeding from Grey hits Training Dummy for 1398 physical damage.
Bleeding from Grey hits Training Dummy for 774 physical damage.
Deep Wound from Grey hits Training Dummy for 324 physical damage.
Deep Wound from Grey hits Training Dummy for 280 physical damage.
Grey uses Heartseeker.
Grey performs a melee critical strike against Training Dummy!
Grey performs a melee critical strike against Training Dummy!
Grey performs a melee critical strike against Training Dummy!
Grey uses Nightmare.
Grey's mind surges with critical power!
Training Dummy is lost in a nightmare.
Greater Weapon Focus from Grey performs a melee critical strike against Training Dummy!
Greater Weapon Focus from Grey performs a melee critical strike against Training Dummy!
Training Dummy is free from the nightmare.
Greater Weapon Focus from Grey hits Training Dummy for 2212 physical, 635 physical (2847 total damage).
Grey hits Training Dummy for 2456 physical, 9 lightning, 10 cold, 26 cold, 87 acid, 2246 physical, 719 physical, 87 acid (5640 total damage).
Grey no longer revels in blood quite so much.


































































































































