











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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:
Improved player targetting 1.2.0Player's targetting improvements. Tier-1 Short Circuit Option 1.7.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 50 / 2276% |
| Size | small |
| Lifes / Deaths | Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 60th Haze 123rd year of Ascendancy at 16:28 / 2Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 60th Haze 123rd year of Ascendancy at 16:38 |
Primary Stats
| Strength | 60 (base 37) |
| Dexterity | 111 (base 60) |
| Constitution | 89 (base 61) |
| Magic | 36 (base 10) |
| Willpower | 25 (base 12) |
| Cunning | 174 (base 64) |
Resources
| Life | -590/1635 |
| Stamina | 278/314 |
| Healing Factor | 1.4578604441648 |
| Regeneration | 30.154115483285 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 72.927992003291 |
| See Invisible | 72.927992003291 |
Offense: Mainhand
| Damage | 222 |
| Accuracy | 93 |
| Crit Chance | 136% |
| APR | 73 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 88% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Arcane | +28% |
| Cold | +16% |
| All | +7% |
| Lightning | +13% |
| Light | +17% |
| Temporal | +17% |
| Physical | +22% |
| Darkness | +38% |
| Fire | +16% |
| Nature | +43% |
Offense: Damage Penetration
| Physical | +66% |
| Temporal | +48% |
| All | +38% |
| Arcane | +48% |
| Fire | +48% |
| Nature | +58% |
Defense: Base
| Armour (hardiness) | 101.76459376395 (90.888266585006%) |
| Defense | 115 |
| Ranged Defense | 115 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 51 |
| Mental Save | 74 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 34%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 56%( 70%) |
| Light | + 38%( 70%) |
| Mind | + 63%( 70%) |
| Darkness | + 53%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Pinning Resistance | 44% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
| Disarm Resistance | 41% |
| Stun Resistance | 100% |
| Poison Resistance | 50% |
| Knockback Resistance | 44% |
Inscriptions (5/5)
| 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 1034% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 and 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. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 53% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -1249 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2948 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Poisons | 2.80 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Tireless Combatant | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by orc soldier. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2874. | 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 27 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | Sootmoon the pouch of voratun shots (54/55, 68-82 power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 68.0 - 81.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 55 Turns elapse between self-loadings: 6 On weapon hit: * 24% chance to gain 10% of a turn (3/turn limit) * 30% chance to reduce all saves and defense by 35 * 24% chance to reduce damage dealt by 29% * 20% chance to knock the target back 3 spaces and deal 238 physical damage On weapon crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +31 physical / +25 mind Damage (radius 2) on crit: +4 temporal / +24 darkness / +16 arcane When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Aeruleminor'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+3 eff.) Changes resistances: +2% physical Changes damage: +9% arcane / +3% blight Physical save: +20 (+5 eff.) Spell save: +20 (+6 eff.) Mental save: +32 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -60.00 life Maximum life: +80.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Freezehunger (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 21 Changes stats: +5 Str / +8 Dex / +7 Cun / +7 Con Changes resistances: +3% blight / +6% cold / +19% mind / +6% darkness Changes damage: +9% cold Physical save: +22 (+5 eff.) Mental save: +18 (+4 eff.) Confusion immunity: +50% A cap made of leather. |
| On hands | Halurodar the drakeskin leather gloves (0 def, 3 armour) =33war=Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +33.0% Armour: +3 Changes stats: +2 Cun Changes resistances: +14% darkness / +9% mind Critical mult.: +23.00% Stun/Freeze immunity: +20% Life regen: +4.00 Spell crit. chance: +30% Mindpower: +10 (+2 eff.) Mental crit. chance: +23% Infravision radius: +3 When used to modify unarmed attacks: Base power: 36.5 - 40.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +10 Armour Penetration: +5 Crit. chance: +23.0% Attack speed: 100% When this weapon crits: Cripple (40% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +23 darkness It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 2.6 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 15 power out of 35/35) : Effective talent level: 2.6 Power cost: 15 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Blazebreaker the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+6 eff.) Armour penetration: +15 Physical power: +15 (+4 eff.) Defense: +32 (+6 eff.) Damage when hit (Melee): 8 lightning Changes stats: +10 Cun / +10 Dex Changes resistances penetration: +15% physical Changes damage: +6% lightning Critical mult.: +10.00% Mental save: +15 (+4 eff.) Confusion immunity: +50% Maximum stamina: +30.00 Spellpower: +15 (+5 eff.) Mindpower: +15 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Singeseam the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 63% * 18% chance to reduce all saves and defense by 35 Damage (Melee): 27 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 35 Damage (Ranged): 23 physical Changes stats: +8 Cun Changes resistances: +15% acid / +3% fire / +32% nature Changes resistances penetration: +10% fire Changes damage: +16% nature / +9% fire Spell save: +3 (+1 eff.) Disarm immunity: +41% Pinning immunity: +44% Knockback immunity: +44% Hate when firing a critical mind attack: +3.00 Maximum life: +32.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| Around neck | IssaramnirInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Str / +1 Dex / +4 Wil / +5 Cun / +5 Con Changes resistances: +25% mind Physical save: +30 (+7 eff.) Spell save: +25 (+8 eff.) Mental save: +18 (+4 eff.) Confusion immunity: +42% Life regen: +8.00 Maximum life: +48.00 Infravision radius: +2 Amulets make your neck look great! |
| In main hand | Coalblight the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 24% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +4 arcane When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +15 (+4 eff.) Ammo reloads per turn: +5 Effects on ranged hit: * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 4 arcane Changes stats: +7 Str / +6 Mag Changes resistances penetration: +13% physical / +10% temporal / +10% arcane / +13% all Changes damage: +12% arcane / +10% temporal / +15% darkness / +15% physical Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
| Around waist | drakeskin leather belt 'Sunmark'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Physical power: +5 (+1 eff.) Armour: +15 Defense: +12 (+2 eff.) Damage when hit (Melee): 6 fire Changes stats: +4 Cun / +6 Dex Changes resistances: +18% lightning / +9% cold / +12% acid Critical mult.: +13.00% Physical save: +23 (+6 eff.) Mental crit. chance: +13% A belt that goes around your waist. |
| In off hand | voratun shield 'Lisynn' (0 def, 35 armour, 70-83 power, 326 block)Requires: - Shield usage training - Cunning 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.5 - 83.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +326 Damage (Melee): +20 light / +18 darkness When wielded/worn: Armour: +35 Fatigue: +8% Changes stats: +9 Mag / +10 Cun / +10 Con Changes resistances: +26% lightning / +20% light / +20% darkness Changes damage: +10% light / +16% darkness Talent granted: +1 Block Physical save: +12 (+3 eff.) Only die when reaching: -40.00 life Handheld deflection devices. |
| Cloak | Serpentine Cloak (20 def, 0 armour) =poisons=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Main armor | The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
movement infusion of the titan (speed 792%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 792% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 280 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (250.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 292.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
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. |
Splendourvault the gold amulet =lite3=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +12% light Changes resistances penetration: +15% blight Mana when firing critical spell: +2.00 Spell crit. chance: +5% Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
The Far-Hand =10con=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 30 power out of 36/36) : Effective talent level: 4.0 Power cost: 30 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (139). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stralite amulet 'Muleg' =5mag=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+2 eff.) Changes stats: +7 Str / +6 Dex / +5 Mag / +5 Wil / +11 Lck Infravision radius: +2 See invisible: +9 Reduce all damage from unseen attackers: 11% 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 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 Dead =ded=Infused 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 (+3 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. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Damage when hit (Melee): 2 physical Changes stats: +6 Mag / +6 Wil / +7 Cun Changes resistances penetration: +20% physical Changes damage: +9% mind Mental save: +14 (+3 eff.) Confusion immunity: +32% Maximum hate: +4.00 Spellpower: +8 (+3 eff.) 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? |
Xigata the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +14 Changes stats: +4 Str Changes resistances: +12% blight Disarm immunity: +24% Pinning immunity: +24% Knockback immunity: +21% Only die when reaching: -80.00 life Maximum life: +22.00 Rings make your fingers look great! |
painweaver's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes damage: +6% all Life regen: +10.00 Maximum life: +55.00 Spellpower: +11 (+4 eff.) Mindpower: +9 (+2 eff.) Healing mod.: +13% Rings make your fingers look great! |
Runykhad the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +200% When wielded/worn: Armour: +8 Changes stats: +11 Wil / +15 Cun / +12 Con Changes resistances: +5% arcane / +3% mind Changes resistances penetration: +9% physical Pinning immunity: +20% Maximum life: +215.36 Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, cold element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 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 (+16 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 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." |
Gilyyagar =8mag=Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Damage when hit (Melee): 6 mind / 6 blight Changes stats: +8 Mag / +8 Wil Changes resistances penetration: +10% blight / +15% mind Mental save: +12 (+3 eff.) Maximum life: +74.00 Maximum mana: +80.00 Maximum stamina: +55.00 Maximum hate: +15.00 Maximum psi: +40.00 Maximum vim: +28.00 Maximum pos.energy: +32.00 Maximum neg.energy: +33.00 Spellpower: +8 (+3 eff.) Spell crit. chance: +4% Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
balancing hardened leather belt of unlife =undead=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +5 Cun / +4 Dex Changes resistances: +8% blight Mental crit. chance: +7% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Yvelebeth (2 def, 9 armour) =8str=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Changes stats: +8 Str / +8 Wil Changes resistances: +16% cold Changes damage: +6% arcane Light radius: +3 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kilncutter (0 def, 0 armour) =9str=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Str / +3 Wil Changes resistances: +27% acid / +5% arcane / +9% all Changes damage: +14% acid / +9% fire Spell save: +12 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Pitchterror (5 def, 4 armour) =100ehp=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +5 Str / +5 Con Changes damage: +3% darkness / +5% physical Poison immunity: +10% Disarm immunity: +20% Teleport immunity: +20% Only die when reaching: -80.00 life Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Moving Slowly (0 def, 0 armour) =slo=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
pair of dwarven-steel boots 'Snowclamor' (7 def, 4 armour) =6mag=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Fatigue: +3% Changes stats: +2 Str / +6 Mag Changes resistances: +24% cold See invisible: +6 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Armaharanik (0 def, 2 armour) =3sta/turn=Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +18 (+4 eff.) Armour: +2 Changes stats: +2 Str / +4 Con Physical save: +18 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +12 (+3 eff.) Disarm immunity: +45% Stamina each turn: +3.00 When used to modify unarmed attacks: Base power: 22.5 - 24.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 3). Damage (Melee): +8 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 25 cooldown : Effective talent level: 4.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+1 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% Damage (Melee): +10 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
dwarven-steel gauntlets 'Chargeglory' (0 def, 2 armour) =7mag=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 arcane / 7 blight Damage when hit (Melee): 2 lightning Changes stats: +7 Mag / +5 Wil / +2 Cun Changes resistances: +3% lightning / +6% darkness / +5% blight / +9% fire / +5% arcane / +6% light Changes resistances penetration: +10% fire Changes damage: +5% arcane / +5% blight Spellpower: +9 (+3 eff.) Infravision radius: +2 When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +4 arcane Damage (radius 2) on crit: +6 blight / +33 light / +13 darkness It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 71.88 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Nightrupture (1 def, 0 armour) =3mag=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 arcane Changes stats: +3 Mag Changes resistances: +3% darkness Changes damage: +3% arcane Critical mult.: +15.00% Spell save: +7 (+2 eff.) A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
hardened leather cap 'Splendoursweeper' (0 def, 3 armour) =good=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +10 Dex / +7 Cun / +3 Con Changes resistances penetration: +15% mind / +10% light Changes damage: +9% light Light radius: +3 A cap made of leather. |
Nimbusedge the rough leather armour (3 def, 2 armour) =4stats=Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun Changes resistances: +5% arcane Changes resistances penetration: +20% lightning Changes damage: +12% lightning Poison immunity: +20% Only die when reaching: -60.00 life Maximum life: +33.00 A suit of armour made of leather. |
Voranne the Firegrinder (0 def, 10 armour, 66-80 power, 196.5 block)Requires: - Shield usage training - Cunning 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +196 Damage (Melee): +20 acid Damage (radius 1) on hit: +8 fire When wielded/worn: Armour: +10 Fatigue: +8% Effects when hit in melee: * 14% chance to reduce armor by 31% Damage when hit (Melee): 2 temporal On shield block: * Cause enemies within radius 6 to bleed for 247 physical damage over 5 turns (1/turn) Changes stats: +4 Con Changes resistances: +44% acid / +24% fire Changes resistances penetration: +5% fire Talent granted: +1 Block Handheld deflection devices. |
voratun pickaxe 'Prismransom' (dig speed 5 turns) =dig5=Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Changes stats: +3 Str Changes resistances: +10% physical / +10% darkness / +9% light / +10% fire / +6% arcane / +15% nature Changes resistances penetration: +10% lightning / +10% light Changes damage: +12% light / +10% nature / +3% arcane Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Searbiter' (dig speed 3 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +9 Defense: +16 (+3 eff.) Changes stats: +3 Str Changes resistances: +20% physical Changes resistances penetration: +20% blight Changes damage: +6% fire Critical mult.: +15.00% Spell save: +15 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +12 Maximum life: +24.00 Maximum stamina: +28.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Cloudwedge =undead=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Defense: +15 (+3 eff.) Effects on melee hit: * 21% chance to slow global speed by 63% Changes stats: +3 Dex Changes resistances: +15% blight / +15% darkness Changes resistances penetration: +20% lightning / +15% physical / +15% all Mental save: +13 (+3 eff.) Maximum stamina: +20.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Light radius: +7 Infravision radius: +6 See stealth: +17 See invisible: +34 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 33 blight damage or heals 46 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
Runed Skull =carry=Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
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. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 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. |
Brighttrail [power 18] (17 cooldown) =4mag=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil / +3 Cun Changes resistances penetration: +10% fire Mental crit. chance: +2% See invisible: +6 It can be used to harden the skin for 7 turns increasing armour by 18 and armour hardiness by 30% Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
ash totem of healing 'Tulitir' [power 194] (13 cooldown) =3mag=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +3% acid Reduces incoming crit damage: 10.00% Light radius: +1 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 21% for 2 turns. * Heal for 47. Natural totems are made by powerful wilders to store nature power. |
Burning Star =star=Powered 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 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 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. |
3 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. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 Mietlia the Halfling Skirmisher level 36
39th Regrowth 123rd year of Ascendancy at 21:22 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mietlia the Halfling Skirmisher level 36
9th Pyre 123rd year of Ascendancy at 15:08 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Mietlia the Halfling Skirmisher level 35
38th Regrowth 123rd year of Ascendancy at 07:47 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Mietlia the Halfling Skirmisher level 50
53rd Haze 123rd year of Ascendancy at 07:18 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Mietlia the Halfling Skirmisher level 46
9th Dusk 123rd year of Ascendancy at 13:59 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Mietlia the Halfling Skirmisher level 39
31st Pyre 123rd year of Ascendancy at 17:38 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Mietlia the Halfling Skirmisher level 38
28th Pyre 123rd year of Ascendancy at 15:03 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Mietlia the Halfling Skirmisher level 31
30th Regrowth 123rd year of Ascendancy at 16:05 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Mietlia the Halfling Skirmisher level 27
16th Regrowth 123rd year of Ascendancy at 01:18 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Mietlia the Halfling Skirmisher level 50
37th Haze 123rd year of Ascendancy at 12:44 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Mietlia the Halfling Skirmisher level 23
48th Dusk 122nd year of Ascendancy at 05:11 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mietlia the Halfling Skirmisher level 46
17th Dusk 123rd year of Ascendancy at 13:02 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Mietlia the Halfling Skirmisher level 24
1st Wintertide 123rd year of Ascendancy at 04:42 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Mietlia the Halfling Skirmisher level 50
73rd Dusk 123rd year of Ascendancy at 00:59 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 Mietlia the Halfling Skirmisher level 36
9th Pyre 123rd year of Ascendancy at 15:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mietlia the Halfling Skirmisher level 10
3rd Mirth 122nd year of Ascendancy at 08:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mietlia the Halfling Skirmisher level 20
40th Dusk 122nd year of Ascendancy at 14:00 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Mietlia the Halfling Skirmisher level 30
25th Regrowth 123rd year of Ascendancy at 09:49 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Mietlia the Halfling Skirmisher level 40
36th Pyre 123rd year of Ascendancy at 17:29 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Mietlia the Halfling Skirmisher level 50
41st Dusk 123rd year of Ascendancy at 13:19 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Mietlia the Halfling Skirmisher level 50
71st Dusk 123rd year of Ascendancy at 19:10 see stats
Portal reaver (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed two invocation portals.By Mietlia the Halfling Skirmisher level 50
37th Haze 123rd year of Ascendancy at 12:44 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mietlia the Halfling Skirmisher level 50
43rd Dusk 123rd year of Ascendancy at 07:22 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Mietlia the Halfling Skirmisher level 24
53rd Dusk 122nd year of Ascendancy at 10:54 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Mietlia the Halfling Skirmisher level 48
32nd Dusk 123rd year of Ascendancy at 16:20 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Mietlia the Halfling Skirmisher level 39
35th Pyre 123rd year of Ascendancy at 07:07 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Mietlia the Halfling Skirmisher level 38
28th Pyre 123rd year of Ascendancy at 19:48 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Mietlia the Halfling Skirmisher level 36
9th Pyre 123rd year of Ascendancy at 15:08 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mietlia the Halfling Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 12:42 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Mietlia the Halfling Skirmisher level 36
9th Pyre 123rd year of Ascendancy at 15:08 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mietlia the Halfling Skirmisher level 24
2nd Wintertide 123rd year of Ascendancy at 02:34 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Mietlia the Halfling Skirmisher level 50
37th Haze 123rd year of Ascendancy at 12:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mietlia the Halfling Skirmisher level 13
9th Dusk 122nd year of Ascendancy at 08:00 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Mietlia the Halfling Skirmisher level 41
54th Pyre 123rd year of Ascendancy at 00:26 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mietlia the Halfling Skirmisher level 22
47th Dusk 122nd year of Ascendancy at 10:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mietlia the Halfling Skirmisher level 16
28th Dusk 122nd year of Ascendancy at 22:51 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Mietlia the Halfling Skirmisher level 50
60th Haze 123rd year of Ascendancy at 16:28 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Mietlia the Halfling Skirmisher level 34
37th Regrowth 123rd year of Ascendancy at 02:50 see stats
Log
Mietlia uses Infusion: Heroism.
Mietlia uses Venomous Strike.
Mietlia's Venomous Strike performs a ranged critical strike against Linaniil, Supreme Archmage of Angolwen!
Linaniil, Supreme Archmage of Angolwen casts a protective shield just in time!
Linaniil, Supreme Archmage of Angolwen shrugs off the effect 'Numbing Darkness'!
Linaniil, Supreme Archmage of Angolwen shrugs off Mietlia's 'Deep Wound'!
Linaniil, Supreme Archmage of Angolwen's Implant: Steam Generator is disrupted by her wounds!
Mietlia's Venomous Strike hits Linaniil, Supreme Archmage of Angolwen for (14 flat reduction), (1537 absorbed), (1537 mana), 0 nature, (14 flat reduction), (44 absorbed), (44 mana), 0 physical, (11 flat reduction), 0 mind, (2 flat reduction), 0 arcane, (4 flat reduction), 0 temporal, (14 flat reduction), (12 absorbed), (12 mana), 0 darkness, (10 flat reduction), 0 arcane (0 total damage).
Today is the 60th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 16:38.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Mietlia for 96 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Mietlia for 96 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 0 fire damage.
Linaniil, Supreme Archmage of Angolwen hits Linaniil, Supreme Archmage of Angolwen for 0 fire damage.
Linaniil, Supreme Archmage of Angolwen casts Elemental Array Burst.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Mietlia reacts to damage from Linaniil, Supreme Archmage of Angolwen, mitigating the blow!.
Linaniil, Supreme Archmage of Angolwen hits Mietlia for (403 reacted , -5 stam), 423 thaumic energy (423 total damage).
Mietlia the level 50 halfling skirmisher was utterly vaporized to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.




















































































































