Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Multi-Class Challenge 1.3.1Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. Ignore Race/Class Locks 1.0.4Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned QuickTome: Arena Skip 1.3.1 Extended Auto-use 1.1.5Adds additional options to talent auto-use Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.3.0Donators/Buyers bonus! Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. QuickTome: Orb of Communication 1.3.1 Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Ashes of Urh'Rok 1.2.4Official 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 Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Faerie |
| Class | Deathknight |
| Level / Exp | 64 / 91% |
| Size | tiny |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 168 (base 74) |
| Dexterity | 139 (base 74) |
| Constitution | 97 (base 74) |
| Magic | 117 (base 74) |
| Willpower | 70 (base 39) |
| Cunning | 138 (base 74) |
Resources
| Mana | 731/731 |
| Vim | 352/352 |
| Life | 1741/1741 |
| Souls | 10/10 |
| Stamina | 439/439 |
| Positive | 0/149 |
| Healing Factor | 1 |
| Regeneration | 4.492273980009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +175.5937586405% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 10 |
Offense: Mainhand
| Damage | 240 |
| Accuracy | 89 |
| Crit Chance | 107% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 87.56 |
| Crit Chance | 89% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 63.55 |
| Crit Chance | 72% |
| Speed | 1 |
Offense: Damage Bonus
| All | +15% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 97.16 (96.312056737589%) |
| Defense | 85.710815436296 |
| Ranged Defense | 92.910815436296 |
| Fatigue | 0 |
| Physical Save | 90.45 |
| Spell Save | 80.09 |
| Mental Save | 79.325 |
Defense: Resistances
| All | + 24%( 76%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Blind Resistance | 85% |
| Disarm Resistance | 43% |
| Pinning Resistance | 50% |
| Silence Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 46% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 12 turns. While Heroism is active, you will only die when reaching -1129 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 669 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 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 685 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 664% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 6/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 6/5 |
| 5/5 |
| Spell / Frost | 1.30 |
| 6/5 |
| 6/5 |
| 5/5 |
| 6/5 |
| Celestial / Sun | 1.50 |
| 6/5 |
| 4/5 |
| 6/5 |
| 6/5 |
| Spell / Dread | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 6/5 |
| Spell / Necrotic might | 1.30 |
| 5/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Technique / Combat veteran | 1.10 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Soul | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Desecration | 1.30 |
| 5/5 |
| 6/5 |
| 6/5 |
| 5/5 |
| Spell / Undeath | 1.30 |
| 5/5 |
| 6/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 1.30 |
| 6/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| Technique / Shield offense | 1.10 |
| 6/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Celestial / Radiance | 1.50 |
| 6/5 |
| 2/5 |
| 6/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 6/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| Celestial / Light | 1.50 |
| 6/5 |
| 5/5 |
| 5/5 |
| 6/5 |
| Spell / Reaping | 1.30 |
| 6/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| Technique / Combat training | 1.20 |
| 6/5 |
| 6/5 |
| 3/5 |
| 6/5 |
| 0/5 |
| Race / Faerie | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Spell / Soulforge | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 6/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Spirit Feed |
| talent | Chant of Fortress |
| talent | Rime |
| talent | Elemental Discord |
| talent | Second Life |
| talent | Shadow of Death |
| talent | Necrotic Aura |
| talent | Corpse Explosion |
| talent | Searing Sight |
| talent | Retribution |
| talent | Weapon of Light |
| beneficial effect | Prevents the target from dying until they fall below -464 life. Soul Fragment |
| beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +156% Defense: +73 Avoidance of some traps. |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
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 |
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 again | active |
You failed to protect the lost warrior from death by giant spider. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Salithra the stone troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Ce'Nyra the master vampire. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * 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: 4385. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within19 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal 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 | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 27 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. Press to compare |
| Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+3 eff.) Changes stats: +5 Dex / +5 Mag Changes resistances: +25% blight Changes resistances cap: +15% blight Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. Press to compare |
| On head | Olysta the Vilewarden (0 def, 5 armour) Olysta the Vilewarden (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +22 Str / +1 Mag / +10 Wil / +1 Cun Changes resistances: +12% physical Changes resistances penetration: +5% nature / +15% blight Physical save: +13 (+3 eff.) Mental save: +14 (+3 eff.) Mana each turn: +0.08 Mana when firing critical spell: +1.00 Spellpower: +8 (+2 eff.) Light radius: +2 A cap made of leather. Press to compare |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. Press to compare |
| Tool | Xagathra the voratun pickaxe (dig speed 12 turns) Xagathra the voratun pickaxe (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +10 (+2 eff.) Fatigue: -9% Effects on melee hit: * 30% chance to disease Changes stats: +17 Str / +6 Dex / +10 Wil Changes resistances: +9% blight Critical mult.: +5.00% Mana each turn: +0.12 Maximum vim: +30.00 Spellpower: +2 (+0 eff.) Lowers spell cool-downs by: 10% Mental crit. chance: +12% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
| On fingers | Earefast the Glowglamour Earefast the GlowglamourPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +17 Defense: +17 (+3 eff.) Fatigue: -2% Effects on melee hit: * 20% chance to disease Changes stats: +6 Mag / +7 Cun / +2 Con Changes damage: +6% light Reduces incoming crit damage: 15.00% Physical save: +9 (+2 eff.) Silence immunity: +50% Disarm immunity: +43% Pinning immunity: +50% Knockback immunity: +46% Mana each turn: +0.40 Maximum life: +50.00 Spellpower: +15 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
| On fingers | voratun ring 'Unlightrigor' voratun ring 'Unlightrigor'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +20 (+3 eff.) Damage when hit (Melee): 12 darkness Changes stats: +10 Dex / +10 Cun / +10 Con Changes resistances: +34% fire Changes resistances penetration: +15% blight Changes damage: +17% fire / +8% all Critical mult.: +10.00% Physical save: +20 (+4 eff.) Hate when firing a critical mind attack: +3.00 Spellpower: +20 (+4 eff.) Mindpower: +20 (+5 eff.) Mental crit. chance: +3% Rings can have magical properties. Press to compare |
| Around neck | Tuyamnir the voratun amulet Tuyamnir the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +14 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -4% Changes stats: +8 Dex / +6 Mag / +9 Cun / +8 Con Changes resistances: +12% lightning Changes resistances cap: +6% all Changes damage: +16% acid / +6% fire / +7% cold / +8% lightning Reduces incoming crit damage: 10.00% Physical save: +17 (+3 eff.) Life regen: +1.10 Stamina each turn: +1.20 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Movement speed: +10% Amulets can have magical properties. Press to compare |
| In main hand | Wintertide (39-54.6 power, 10 apr) Wintertide (39-54.6 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 162.89 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% Storm Duration: 0 It can be used to precipitate ice from your winter storm to create walls (lasting 10 turns) in each space it occupies, costing 17 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. Press to compare |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 5.2 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 40% chance to completely evade them and granting you 72 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. Press to compare |
| In off hand | Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame. Press to compare |
| Cloak | Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+2 eff.) It can be used to activate talent Barrier (costing 22 power out of 40/40) : Effective talent level: 4.5 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 402 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. Press to compare |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+3 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 11 Armour, 17 Defense and your attacks will gain 40% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. Press to compare |
Inventory
wild infusion of the sneak (resist 33%; cure mental) wild infusion of the sneak (resist 33%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 mental effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 ability. Press to compare |
movement infusion of the sneak (719% speed; 6 turns) movement infusion of the sneak (719% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 719% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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 ability. Press to compare |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. Press to compare |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. Press to compare |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 381.76 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. Press to compare |
Tehad the voratun amulet Tehad the voratun amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +23% lightning / +1% physical Changes damage: +7% acid / +12% blight / +19% fire / +7% lightning / +7% cold Critical mult.: +16.00% Spell save: +18 (+4 eff.) Mental save: +6 (+1 eff.) Stun/Freeze immunity: +45% Maximum stamina: +15.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +5% Amulets can have magical properties. Press to compare |
Bloomsear the steel ring Bloomsear the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +1 Str Changes resistances: +22% darkness Changes resistances penetration: +10% nature Changes damage: +11% darkness Mental save: +5 (+1 eff.) Confusion immunity: +20% Stun/Freeze immunity: +24% Life regen: +0.80 Light radius: +1 Rings can have magical properties. Press to compare |
Wheel of Fate 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, costing 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? Press to compare |
Ring of the Dead 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 (+2 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. Press to compare |
Sootslice the stralite ring Sootslice the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 46% chance to blind Effects on ranged hit: * 46% chance to blind Changes resistances: +3% nature / +6% darkness Changes damage: +12% nature / +6% darkness Stun/Freeze immunity: +28% Life regen: +2.50 Rings can have magical properties. Press to compare |
Dagondil DagondilInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +9 Cun / +9 Dex Changes damage: +12% physical Stun/Freeze immunity: +35% Life regen: +5.40 Maximum life: +73.00 Healing mod.: +32% Rings can have magical properties. Press to compare |
Glarelord the voratun ring Glarelord the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +35 (+7 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 24 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +28 Cun / +7 Mag Changes resistances: +12% light Changes damage: +6% light Grants telepathy: Dragon Demon/Major Demon/Minor Reduces incoming crit damage: 10.00% Disarm immunity: +5% Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Spellpower: +11 (+2 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 4.4 Power cost: 22 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 41% for 5 turns. Rings can have magical properties. Press to compare |
Torchwrecker the voratun ring Torchwrecker the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +20 Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 blight / 4 fire Changes stats: +20 Str / +10 Con Changes resistances: +30% acid / +6% blight / +29% fire / +23% cold / +30% lightning Changes damage: +24% blight Stun/Freeze immunity: +50% Life regen: +4.60 Rings can have magical properties. Press to compare |
Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 420.24 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 19 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. Press to compare |
Revenant (8 def, 20 armour) Revenant (8 def, 20 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+3 eff.) Silence immunity: +0% Confusion immunity: +10% Pinning immunity: +0% Stun/Freeze immunity: +70% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. Press to compare |
stralite plate armour 'Healwing' (7 def, 20 armour) stralite plate armour 'Healwing' (7 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +20 Defense: +7 (+1 eff.) Fatigue: +17% Changes stats: +4 Str / +4 Con Changes resistances: +31% lightning / +9% physical / +9% fire / +9% cold / +9% nature / +10% acid Changes damage: +18% arcane Talent cooldown: Rush (-5 turns) Physical save: +9 (+2 eff.) Disarm immunity: +24% Stun/Freeze immunity: +35% Knockback immunity: +28% A suit of armour made of metal plates. Press to compare |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Press to compare |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 33 power out of 60/60) : Effective talent level: 1.0 Power cost: 33 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 170.13 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. Press to compare |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 blast of frozen vapors that deal 201.64 cold damage (based on Magic) each turn for 10 turns, costing 17 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. Press to compare |
Lisille (3 def, 12 armour) Lisille (3 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str / +5 Con Changes resistances: +6% temporal / +3% light / +19% blight / +29% cold / +20% nature / +5% arcane Physical save: +15 (+3 eff.) Spell save: +12 (+2 eff.) Life regen: +2.80 Maximum life: +105.00 Healing mod.: +29% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
pair of hardened leather boots 'Polyvea' (0 def, 3 armour) pair of hardened leather boots 'Polyvea' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +2 Dex / +3 Mag / +3 Wil / +3 Con Grants telepathy: Dragon Silence immunity: +28% Confusion immunity: +34% Stun/Freeze immunity: +32% Mana each turn: +0.20 Maximum mana: +20.00 Spell crit. chance: +3% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 2.2 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. Press to compare |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. Press to compare |
heroic drakeskin leather gloves of dispersion (0 def, 8 armour) heroic drakeskin leather gloves of dispersion (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Damage (Melee): 16 arcane Changes stats: +5 Mag / +6 Wil Changes resistances: +8% arcane Mental save: +10 (+2 eff.) Maximum life: +59.00 It can be used to activate talent Disperse Magic, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. Press to compare |
Delyrotir the hardened leather cap (0 def, 3 armour) Delyrotir the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +13 Str / +2 Wil / +3 Con Physical save: +6 (+1 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +10% Teleport immunity: +15% Light radius: +2 A cap made of leather. Press to compare |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Dull red runes are etched all over this blackened skull. |
Pearl of Life and Death 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 17 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. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Mummified Egg-sac of Ungolë 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, costing 44 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. Press to compare |
Hudur (dig speed 16 turns) Hudur (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -10% Changes stats: +8 Str Changes damage: +3% physical Spell save: +25 (+5 eff.) Poison immunity: +15% Maximum life: +20.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Dragon Orb (Orb of Command) 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, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) 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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command) 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, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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), costing 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 736.92 fire damage (based on Magic), costing 27 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)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, costing 110 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. |
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
Found the mysterious staff and told Last Hope about it.By Syzygy the Faerie Deathknight level 39
47th Haze 122nd year of Ascendancy at 08:21 see stats
Against all odds
Killed Ukruk in the ambush.By Syzygy the Faerie Deathknight level 36
41st Haze 122nd year of Ascendancy at 07:00 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Syzygy the Faerie Deathknight level 38
43rd Haze 122nd year of Ascendancy at 12:12 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Syzygy the Faerie Deathknight level 46
1st Allure 123rd year of Ascendancy at 21:37 see stats
Brave new world
Went to the Far East and took part in the war.By Syzygy the Faerie Deathknight level 44
8th Decay 122nd year of Ascendancy at 22:22 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Syzygy the Faerie Deathknight level 23
65th Dusk 122nd year of Ascendancy at 04:28 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Syzygy the Faerie Deathknight level 42
4th Decay 122nd year of Ascendancy at 11:24 see stats
Don't mind the slimy smell
Have 400 walls on the sludgenest turn into hostile creatures.By Syzygy the Faerie Deathknight level 64
50th Pyre 123rd year of Ascendancy at 09:26 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Syzygy the Faerie Deathknight level 30
11st Haze 122nd year of Ascendancy at 22:33 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Syzygy the Faerie Deathknight level 22
54th Dusk 122nd year of Ascendancy at 20:11 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Syzygy the Faerie Deathknight level 64
2nd Pyre 123rd year of Ascendancy at 18:01 see stats
Exterminator
Killed 1000 creatures.By Syzygy the Faerie Deathknight level 24
8th Haze 122nd year of Ascendancy at 03:20 see stats
Fast Curse Dispel
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Syzygy the Faerie Deathknight level 23
65th Dusk 122nd year of Ascendancy at 04:28 see stats
Fear me not!
Survived the Fearscape!By Syzygy the Faerie Deathknight level 25
8th Haze 122nd year of Ascendancy at 20:18 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Syzygy the Faerie Deathknight level 58
1st Time of Balance 123rd year of Ascendancy at 23:15 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Syzygy the Faerie Deathknight level 32
31st Haze 122nd year of Ascendancy at 16:10 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Syzygy the Faerie Deathknight level 46
2nd Allure 123rd year of Ascendancy at 00:13 see stats
In the company of slimes
Have 500 walls on the sludgenest turn into hostile creatures.By Syzygy the Faerie Deathknight level 64
51st Pyre 123rd year of Ascendancy at 12:13 see stats
Level 10
Got a character to level 10.By Syzygy the Faerie Deathknight level 10
2nd Dusk 122nd year of Ascendancy at 08:00 see stats
Level 20
Got a character to level 20.By Syzygy the Faerie Deathknight level 20
44th Dusk 122nd year of Ascendancy at 17:21 see stats
Level 30
Got a character to level 30.By Syzygy the Faerie Deathknight level 30
11st Haze 122nd year of Ascendancy at 09:15 see stats
Level 40
Got a character to level 40.By Syzygy the Faerie Deathknight level 40
62nd Haze 122nd year of Ascendancy at 12:21 see stats
Level 50
Got a character to level 50.By Syzygy the Faerie Deathknight level 50
12nd Regrowth 123rd year of Ascendancy at 13:11 see stats
Mad slime dash
Have 300 walls on the sludgenest turn into hostile creatures.By Syzygy the Faerie Deathknight level 64
49th Pyre 123rd year of Ascendancy at 03:36 see stats
Now, this is impressive!
Killed Linaniil, the Supreme Archmage of Angolwen.By Syzygy the Faerie Deathknight level 64
36th Pyre 123rd year of Ascendancy at 06:30 see stats
Orcrist
Killed the leaders of the Orc Pride.By Syzygy the Faerie Deathknight level 57
1st Time of Balance 123rd year of Ascendancy at 02:01 see stats
Pest Control
Killed 1000 reproducing vermin.By Syzygy the Faerie Deathknight level 64
45th Pyre 123rd year of Ascendancy at 19:55 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Syzygy the Faerie Deathknight level 52
59th Regrowth 123rd year of Ascendancy at 04:12 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Syzygy the Faerie Deathknight level 10
2nd Dusk 122nd year of Ascendancy at 10:14 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Syzygy the Faerie Deathknight level 25
8th Haze 122nd year of Ascendancy at 17:02 see stats
Size is everything
Did over 1500 damage in one attack.By Syzygy the Faerie Deathknight level 37
42nd Haze 122nd year of Ascendancy at 21:04 see stats
Size matters
Did over 600 damage in one attack.By Syzygy the Faerie Deathknight level 19
44th Dusk 122nd year of Ascendancy at 14:33 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Syzygy the Faerie Deathknight level 43
4th Decay 122nd year of Ascendancy at 13:20 see stats
Slime killer party
Have 200 walls on the sludgenest turn into hostile creatures.By Syzygy the Faerie Deathknight level 64
47th Pyre 123rd year of Ascendancy at 19:16 see stats
Slimefest
Have 100 walls on the sludgenest turn into hostile creatures.By Syzygy the Faerie Deathknight level 64
46th Pyre 123rd year of Ascendancy at 13:38 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Syzygy the Faerie Deathknight level 62
2nd Pyre 123rd year of Ascendancy at 18:01 see stats
The Sun Still Shines
Aeryn survived the last battle.By Syzygy the Faerie Deathknight level 64
2nd Pyre 123rd year of Ascendancy at 18:01 see stats
The bigger the better!
Did over 3000 damage in one attack.By Syzygy the Faerie Deathknight level 52
59th Regrowth 123rd year of Ascendancy at 05:46 see stats
The secret city
Discovered the truth about mages.By Syzygy the Faerie Deathknight level 8
6th Mirth 122nd year of Ascendancy at 22:04 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Syzygy the Faerie Deathknight level 50
20th Regrowth 123rd year of Ascendancy at 20:58 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Syzygy the Faerie Deathknight level 21
54th Dusk 122nd year of Ascendancy at 08:28 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Syzygy the Faerie Deathknight level 15
28th Dusk 122nd year of Ascendancy at 23:18 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Syzygy the Faerie Deathknight level 36
40th Haze 122nd year of Ascendancy at 21:02 see stats
Log
You gain 16.12 gold from the transmogrification of yew starstaff 'Glimmerbringer' (20-24 power, 4 apr, darkness element).
You gain 4.35 gold from the transmogrification of cruel yew vilestaff of might (20-24 power, 4 apr, acid element).
You gain 5.48 gold from the transmogrification of cruel yew starstaff of warding (20-24 power, 4 apr, light element).
You gain 15.02 gold from the transmogrification of Silidaba the Woerip (20-24 power, 4 apr, arcane element).
You gain 18.63 gold from the transmogrification of Poryrann (20-24 power, 4 apr, light element).
You gain 4.75 gold from the transmogrification of ash vilestaff of channeling (15-18 power, 3 apr, blight element).
You gain 15.19 gold from the transmogrification of Arevon the voratun ring.
You gain 11.97 gold from the transmogrification of Borodurak.
You gain 1.40 gold from the transmogrification of marksman's steel ring.
You gain 7.34 gold from the transmogrification of protective gold amulet of murder.
You gain 11.30 gold from the transmogrification of gold amulet 'Chalyfang'.
You gain 1.60 gold from the transmogrification of lightning rune (149 lightning damage).
You gain 1.93 gold from the transmogrification of acid wave rune of the duelist (301 acid damage; dur 5; apply 77).
You gain 1.85 gold from the transmogrification of insidious poison infusion (23 nature damage, 30% healing reduction).
You gain 1.50 gold from the transmogrification of wild infusion of the wizard (resist 26%; cure mental).
You gain 1.00 gold from the transmogrification of wild infusion (resist 24%; cure mental).
You gain 0.63 gold from the transmogrification of sun infusion (rad 6; power 20; turns 4; dispells darkness).
Syzygy deactivates Shadow of Death.
Syzygy deactivates Spirit Feed.
Syzygy deactivates Rime.
Syzygy deactivates Chant of Fortress.
Syzygy deactivates Searing Sight.
Syzygy deactivates Weapon of Light.
Syzygy deactivates Retribution.
Syzygy deactivates Corpse Explosion.
Syzygy deactivates Elemental Discord.
Syzygy deactivates Second Life.
Syzygy deactivates Shield of Light.
Syzygy deactivates Necrotic Aura.
