

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Embers of Rage 1.7.4Official Expansion!Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Annihilator |
| Level / Exp | 50 / 2291% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 79 (base 27) |
| Dexterity | 154 (base 61) |
| Constitution | 57 (base 13) |
| Magic | 35 (base 15) |
| Willpower | 101 (base 61) |
| Cunning | 123 (base 60) |
Resources
| Life | 1674/1674 |
| Steam | 100/100 |
| Equilibrium | 30 |
| Psi | 201/201 |
| Healing Factor | 1.315111817684 |
| Regeneration | 29.992082932179 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 12 |
| See Stealth | 46 |
| See Invisible | 79 |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 96 |
| Crit Chance | 102% |
| APR | 36 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13.5 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Mind
| Mindpower | 74 |
| Crit Chance | 87% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +32% |
| Blight | +35% |
| Physical | +90% |
| Cold | +22% |
| All | +7% |
| Darkness | +49% |
| Mind | +46% |
| Fire | +32% |
| Nature | +32% |
Offense: Damage Penetration
| Cold | +29% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 141.72307323196 (96.438666929426%) |
| Defense | 79 |
| Ranged Defense | 79 |
| Fatigue | 30 |
| Physical Save | 71 |
| Spell Save | 45 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 49%( 70%) |
| Arcane | + 41%( 70%) |
| Cold | + 22%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 52%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 29%( 70%) |
| Physical | + 48%( 70%) |
| Darkness | + 39%( 70%) |
| Fire | + 31%( 70%) |
| Mind | + 29%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Bleed Resistance | 70% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 70% |
| Knockback Resistance | 0% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 189% efficiency and cooldown mod of 61%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 260% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1140% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 869 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Steamtech / Demolition | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.10 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Chemical Grenade |
| talent | Antimagic Shield |
| talent | Skate |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (315/315). Capacitor Discharge |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 35% and triggers a radius 7 conal explosion dealing 43% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You failed to protect the injured seer from death by Eilinymina the vampire lord. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the temporal explorer from death by ghoul. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1292. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 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 within7 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. | done |
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 | Ce'Nuriatira (0 def, 11 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +25 (+4 eff.) Armour: +11 Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +6 Dex Changes resistances: +6% blight Changes damage: +24% physical Physical save: +32 (+8 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of voratun shots of crippling (21/21, 176% power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 176% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +29.0% Capacity: 21 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Talent granted: +5 Hook Shell Shots are used with slings to pummel your foes to death. |
| Light source | Braniharavor the Duathelquell Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +4 Dex / +11 Mag / +4 Wil Changes damage: +25% darkness Reduces incoming crit damage: 15.00% Mental save: +7 (+2 eff.) Light radius: -1 Infravision radius: +10 See stealth: +17 See invisible: +26 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Icetide the elven-silk wizard hat (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Defense: +3 (+1 eff.) Changes stats: +4 Wil Changes resistances: +20% darkness / +16% physical Changes resistances penetration: +15% cold Changes damage: +16% physical / +15% cold / +17% darkness / +15% mind Equilibrium when hit: +0.20 Maximum hate: +10.00 Mindpower: +27 (+7 eff.) Mental crit. chance: +9% Light radius: +7 A pointy cloth hat, very wizardly... |
| On hands | Coalnail (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +11 Physical crit. chance: +13.0% Armour: +4 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 8 Damage when hit (Melee): 4 darkness Changes stats: +9 Cun / +13 Dex Changes resistances: +9% blight / +3% darkness Changes damage: +3% blight Talent granted: +5 Iron Grip Critical mult.: +13.00% Disarm immunity: +100% Spell crit. chance: +15% Mental crit. chance: +14% When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +23 Armour Penetration: +24 Crit. chance: +25.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 161% 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). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 69% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | steel ring 'Zanedil'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +6 Physical crit. chance: +8.0% Physical power: +30 (+8 eff.) Changes stats: +7 Cun / +7 Dex See invisible: +15 Rings make your fingers look great! |
| On fingers | voratun ring 'Porumivea'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Defense: +25 (+5 eff.) Changes stats: +5 Str / +3 Dex / +7 Con Changes resistances: +9% lightning / +18% physical / +5% arcane / +9% temporal Changes damage: +18% physical Reduces incoming crit damage: 15.00% Rings make your fingers look great! |
| Around neck | LayyriannInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Fatigue: -8% Changes stats: +20 Dex / +9 Cun / +9 Con Changes damage: +8% physical Mental save: +7 (+2 eff.) Life regen: +4.00 Stamina each turn: +1.30 Maximum mana: +80.00 Maximum hate: +6.00 Spell crit. chance: +3% Movement speed: +10% Combat speed: +10% Amulets make your neck look great! |
| In main hand | Tulosta Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 75 damage and reducing their armor Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +13 Physical power: +14 (+4 eff.) Damage when hit (Melee): 2 mind Changes stats: +8 Str / +2 Wil Changes resistances: +9% mind Changes resistances penetration: +14% all Changes damage: +12% mind / +17% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Stun/Freeze immunity: +10% Maximum psi: +20.00 Steampower: +14 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Relgyrand the Dazzlebile |
| In off hand | voratun shield 'Gath' (16 def, 40 armour, 179% power, 445 block) Requires: - Shield usage training - Cunning 48 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +5.0% Block value: +445 When wielded/worn: Accuracy: +17 (+2 eff.) Armour: +40 Defense: +16 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 25 lightning On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Changes stats: +11 Str / +15 Dex / +7 Con Talent granted: +1 Block Physical save: +14 (+3 eff.) Special effect on block: Unleash a lightning nova of radius equal to the tinker tier. Handheld deflection devices. |
| Cloak | cashmere cloak 'Blindvengeance' (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 6 mind Changes stats: +5 Str / +3 Wil / +5 Con Changes resistances: +30% lightning / +12% fire Critical mult.: +20.00% Physical save: +12 (+3 eff.) Stun/Freeze immunity: +50% Maximum life: +82.00 Mindpower: +25 (+6 eff.) Mental crit. chance: +7% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Isleseda the voratun plate armour (14 def, 43 armour) Requires: - Massive armour training - Strength 60 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +43 Defense: +14 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 8 mind Changes stats: +8 Str / +2 Dex / +8 Cun / +8 Con Mental save: +23 (+6 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Maximum life: +60.00 Mental crit. chance: +1% Light radius: +3 See invisible: +9 A suit of armour made of metal plates. |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, arcane, cold)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 3 arcane, 4 cold It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Tome of UttercoldPowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Brenonik the SmearwreathInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +5 Con Changes resistances: +3% nature Talent mastery: +0.14 Steamtech / Magnetism Critical mult.: +10.00% Blindness immunity: +11% Life regen: +2.00 Stamina each turn: +0.50 Maximum mana: +40.00 Infravision radius: +3 Sight radius: +2 See invisible: +7 Movement speed: +10% Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
gold amulet 'Runyyandur'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str / +4 Dex / +8 Wil Changes resistances: +19% temporal Changes resistances penetration: +15% acid Changes damage: +3% acid Reduces incoming crit damage: 15.00% Pinning immunity: +34% Knockback immunity: +31% Amulets make your neck look great! |
steel amulet 'Sepsisslice'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +14 Changes stats: +1 Dex / +3 Con Changes damage: +9% nature / +12% physical Critical mult.: +10.00% Physical save: +12 (+3 eff.) Life regen: +5.00 Maximum life: +50.00 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Infernowell the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +25 (+7 eff.) Armour: +8 Changes stats: +5 Mag / +2 Con Changes resistances: +32% lightning / +15% fire Changes damage: +16% lightning Stamina each turn: +3.00 Rings make your fingers look great! |
KhelarabInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 8 mind Changes stats: +3 Str / +6 Wil Changes resistances: +6% physical Changes damage: +12% mind Physical save: +18 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +50% Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -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. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent 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. |
SilyrinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 41 Damage when hit (Melee): 2 arcane Changes stats: +10 Str / +5 Mag / +6 Wil / +10 Con Changes damage: +21% blight Critical mult.: +20.88% Spellpower on spell critical (stacks up to 3 times): +8 Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes 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. |
conjurer's voratun ring of light (+34%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +7 Wil Changes resistances: +34% light Changes damage: +17% light Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
copper ring 'Obsidiantouch'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +2 Cun Changes resistances: +22% lightning Changes resistances penetration: +5% darkness Changes damage: +11% lightning Reduces incoming crit damage: 15.00% See invisible: +9 Rings make your fingers look great! |
gladiator's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +8 Str / +5 Con Mental save: +9 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
mule's steel ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+1 eff.) Fatigue: -5% Maximum encumbrance: +22 Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 22% for 5 turns. Rings make your fingers look great! |
rogue's voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+3 eff.) Damage (Melee): 31 light Damage (Ranged): 29 light Changes stats: +8 Cun / +10 Mag Changes damage: +17% light Rings make your fingers look great! |
savage's voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 27 light Damage (Ranged): 35 light Changes stats: +10 Mag / +5 Con Changes damage: +19% light Spell save: +19 (+7 eff.) Maximum stamina: +40.00 Rings make your fingers look great! |
Awakened Staff of Absorption (172% power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+4 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Flashsun (0 def, 10 armour, 190% power, 190 block)Requires: - Shield usage training - Cunning 48 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 190% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +190 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +4 lightning When wielded/worn: Physical crit. chance: +18.0% Physical power: +15 (+4 eff.) Armour: +10 Fatigue: +8% Damage when hit (Melee): 6 mind On shield block: * Cause enemies within radius 6 to bleed for 266 physical damage over 5 turns (1/turn) Changes resistances: +9% acid / +6% darkness / +30% fire / +6% cold / +15% nature / +3% mind Talent granted: +1 Block Handheld deflection devices. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Eilinyriavea the voratun pickaxe (dig speed 6 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +15% nature Changes damage: +3% temporal / +14% fire / +15% mind / +9% nature Spell save: +18 (+6 eff.) Mental save: +15 (+4 eff.) Maximum life: +40.00 Maximum mana: +40.00 Maximum stamina: +30.00 Maximum vim: +20.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
DurachakCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Dex / +10 Wil / +3 Cun / +5 Con Changes resistances: +18% acid Changes resistances penetration: +20% blight Changes damage: +9% blight Blindness immunity: +38% Confusion immunity: +23% Light radius: +11 See stealth: +25 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.7 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Zubynne the LightningsweeperInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +19 Wil Changes resistances: +18% darkness Changes damage: +48% mind / +15% lightning Maximum hate: +12.00 Maximum psi: +60.00 Spellpower: +25 (+6 eff.) Spell crit. chance: +4% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 43] amazing fiery salve [power 43]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 189% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (43% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 43] amazing frost salve [power 43]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 189% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (43% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 629] amazing healing salve [power 629]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 189% efficiency and 61% cooldown modifier. It can be used to heal 629 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 550] amazing pain suppressor salve [power 550]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 189% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -550 life and reduces all damage by 27% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 174] amazing unstoppable force salve [power 174]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 189% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 174 and healing factor by half Activation puts Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 43] amazing water salve [power 43]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 189% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (43% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Nightreaper (21/21, 177% power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 177% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 21 On weapon hit: * 26% chance to reduce armor by 17% * 20% chance to knock the target back 3 spaces and deal 278 physical damage On weapon crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +33 lightning / +37 physical / +8 darkness / +16 blight / +16 acid Damage (radius 1) on hit: +4 darkness Damage (radius 2) on crit: +14 lightning / +20 blight Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of wind (23/23, 181% power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 181% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 23 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 190 physical damage On weapon crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of wind (19/19, 181% power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 181% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 19 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 190 physical damage On weapon crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Zubanne' (22/22, 175% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 175% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +24.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 278 physical damage On weapon crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Travel speed: +264% Damage (Ranged): +20 blight / +29 physical / +19 light Damage (radius 2) on crit: +26 blight Damage against: +25% Undead When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
crude magnetic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
crude thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Damage (radius 1) on hit: +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
iron armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Armour: +1 Armour Hardiness: +20% Fatigue: +5% Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Changes stats: +2 Cun Mental save: +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
iron saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
mastercraft explosive shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect ablative armourPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour: +10 Reduces incoming crit damage: 35.00% Tinkers can be attached to normal items to improve them with steam power! |
perfect focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
potent air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Prejudice the Dwarf Annihilator level 40
45th Stralite 123rd year of Ascendancy at 13:09 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Prejudice the Dwarf Annihilator level 31
33rd Steel 123rd year of Ascendancy at 08:30 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Prejudice the Dwarf Annihilator level 39
43rd Stralite 123rd year of Ascendancy at 17:25 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Prejudice the Dwarf Annihilator level 21
6th Iron 123rd year of Ascendancy at 14:03 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Prejudice the Dwarf Annihilator level 49
8th Wealth 123rd year of Ascendancy at 08:49 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Prejudice the Dwarf Annihilator level 43
24th Voratun 123rd year of Ascendancy at 10:46 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Prejudice the Dwarf Annihilator level 9
7th Profit 122nd year of Ascendancy at 09:52 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Prejudice the Dwarf Annihilator level 41
20th Voratun 123rd year of Ascendancy at 11:57 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Prejudice the Dwarf Annihilator level 32
12nd Gold 123rd year of Ascendancy at 17:40 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Prejudice the Dwarf Annihilator level 26
5th Steel 123rd year of Ascendancy at 08:22 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Prejudice the Dwarf Annihilator level 50
8th Loss 123rd year of Ascendancy at 11:20 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Prejudice the Dwarf Annihilator level 23
22nd Iron 123rd year of Ascendancy at 07:27 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Prejudice the Dwarf Annihilator level 26
10th Steel 123rd year of Ascendancy at 06:47 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Prejudice the Dwarf Annihilator level 34
17th Gold 123rd year of Ascendancy at 03:59 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Prejudice the Dwarf Annihilator level 50
15th Dearth 123rd year of Ascendancy at 08:02 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 Prejudice the Dwarf Annihilator level 31
33rd Steel 123rd year of Ascendancy at 08:05 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Prejudice the Dwarf Annihilator level 10
27th Dearth 122nd year of Ascendancy at 21:38 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Prejudice the Dwarf Annihilator level 20
23rd Loss 122nd year of Ascendancy at 16:38 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Prejudice the Dwarf Annihilator level 30
29th Steel 123rd year of Ascendancy at 06:22 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Prejudice the Dwarf Annihilator level 40
43rd Stralite 123rd year of Ascendancy at 17:25 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Prejudice the Dwarf Annihilator level 50
12nd Wealth 123rd year of Ascendancy at 21:06 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Prejudice the Dwarf Annihilator level 31
33rd Steel 123rd year of Ascendancy at 08:30 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Prejudice the Dwarf Annihilator level 50
13rd Dearth 123rd year of Ascendancy at 19:23 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Prejudice the Dwarf Annihilator level 50
13rd Wealth 123rd year of Ascendancy at 05:04 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Prejudice the Dwarf Annihilator level 21
15th Iron 123rd year of Ascendancy at 08:27 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Prejudice the Dwarf Annihilator level 50
18th Wealth 123rd year of Ascendancy at 15:06 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Prejudice the Dwarf Annihilator level 33
14th Gold 123rd year of Ascendancy at 19:05 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Prejudice the Dwarf Annihilator level 30
30th Steel 123rd year of Ascendancy at 10:33 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Prejudice the Dwarf Annihilator level 42
20th Voratun 123rd year of Ascendancy at 22:04 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Prejudice the Dwarf Annihilator level 6
18th Voratun 122nd year of Ascendancy at 22:46 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Prejudice the Dwarf Annihilator level 50
8th Loss 123rd year of Ascendancy at 11:19 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Prejudice the Dwarf Annihilator level 31
33rd Steel 123rd year of Ascendancy at 08:30 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Prejudice the Dwarf Annihilator level 22
21st Iron 123rd year of Ascendancy at 17:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Prejudice the Dwarf Annihilator level 10
27th Dearth 122nd year of Ascendancy at 21:39 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Prejudice the Dwarf Annihilator level 31
33rd Steel 123rd year of Ascendancy at 08:30 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Prejudice the Dwarf Annihilator level 36
5th Stralite 123rd year of Ascendancy at 08:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Prejudice the Dwarf Annihilator level 9
26th Dearth 122nd year of Ascendancy at 13:06 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Prejudice the Dwarf Annihilator level 38
25th Stralite 123rd year of Ascendancy at 10:45 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Prejudice the Dwarf Annihilator level 44
12nd Profit 123rd year of Ascendancy at 22:45 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Prejudice the Dwarf Annihilator level 23
22nd Iron 123rd year of Ascendancy at 14:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Prejudice the Dwarf Annihilator level 16
11st Loss 122nd year of Ascendancy at 03:11 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Prejudice the Dwarf Annihilator level 39
43rd Stralite 123rd year of Ascendancy at 02:48 see stats
Log
You collect a new ingredient: stack of herbs (goldleaf) (1).
You gain 6.05 gold from the melting of living mindstar of flames (113% power, 40 apr, mind damage).
You collect a new ingredient: lump of voratun (1).
You gain 5.76 gold from the melting of truestriking voratun mace of massacre (174% power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 8.35 gold from the melting of flaming voratun longsword of evisceration (153% power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 7.06 gold from the melting of chilling voratun longsword of shearing (152% power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 5.79 gold from the melting of inquisitor's voratun greatsword of dampening (176% power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of voratun dagger 'Lavastreak' (147% power, 9 apr).
You collect a new ingredient: lump of voratun (1).
You gain 8.60 gold from the melting of quick voratun dagger of evisceration (147% power, 9 apr).
You gain 0.85 gold from the melting of shatter afflictions rune (absorb 119; cd 20).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 1.54 gold from the melting of movement infusion (speed 805%; cd 14).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 7.95 gold from the melting of heroism infusion (die at -595; dur 7; cd 28).
You gain 3.40 gold from the melting of steam generator implant (steam 11).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 17 turns (stop reason: interesting terrain).































































































































