
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Simple Font Floating Text 1.1.5Changes the floating text to a different font Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Shorter ToME4 Dungeons REDUX 1.3.1Pre-release version. Shortens several dungeons. Original add made by Pigslayer. Yeeks Look Like Shalore 1.2.3Changes the Yeek graphics to the Shalore graphics. That is pretty much it. Created at the request of a friend. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.4.4Official 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:
Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: 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 1.4.8Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Edge Tweaks 1.3.0Allows traps to trigger on forced movement (knockbacks, rush, etc.) Ashes of Urh'Rok 1.4.0Official 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:
No more creaky door 1.2.5Got rid of the most anoying door creaks. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Yeek |
Class | Mindslayer |
Level / Exp | 50 / 2439% |
Size | small |
Lifes / Deaths | Killed by Ivema the multi-hued crystal at level 26 on the 21st Haze 122nd year of Ascendancy at 05:57 3 / 5Killed by Porytira the multi-hued crystal at level 26 on the 22nd Haze 122nd year of Ascendancy at 07:53 Killed by Polilaith the snow giant thunderer at level 28 on the 32nd Haze 122nd year of Ascendancy at 20:07 Killed by Aryth the orc cryomancer at level 50 on the 32nd Dusk 123rd year of Ascendancy at 03:06 Killed by Ilya at level 50 on the 15th Haze 123rd year of Ascendancy at 17:37 |
Primary Stats
Strength | 130 (base 60) |
Dexterity | 171 (base 32) |
Constitution | 110 (base 16) |
Magic | 112 (base 15) |
Willpower | 177 (base 63) |
Cunning | 181 (base 60) |
Resources
Life | 1160/1485 |
Psi | 163/208 |
Healing Factor | 1.76 |
Regeneration | 35.464 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.7836465099% |
Spell | 0% |
Global | +115% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 9 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 227 |
Accuracy | 78 |
Crit Chance | 87% |
APR | 56 |
Speed | 1.00 |
Offense: Offhand
Damage | 105 |
Accuracy | 78 |
Crit Chance | 95% |
APR | 60 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 51% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
All | +6% |
Offense: Damage Penetration
All | +14% |
Defense: Base
Armour (hardiness) | 10.804719285222 (80%) |
Defense | 50 |
Ranged Defense | 53 |
Fatigue | 16 |
Physical Save | 60 |
Spell Save | 66 |
Mental Save | 74 |
Defense: Resistances
All | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 33% |
Silence Resistance | 17% |
Confusion Resistance | 52% |
Knockback Resistance | 0% |
Stun Resistance | 54% |
Instadeath Resistance | 100% |
Blind Resistance | 31% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 24 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 or physical effect and reduce all damage taken by 39% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 922 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 757% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1060% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: 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 increase three of your primary stats by 25 for 11 turns. While Heroism is active, you will only die when reaching -1005 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 Strength stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Psionic / Kinetic mastery | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Charged mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Augmented striking | 1.58 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Psionic / Augmented mobility | 1.58 |
| 1/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Thermal Aura |
talent | Charged Aura |
talent | Charged Shield |
talent | Augmentation |
talent | Heartstart |
talent | Beyond the Flesh |
talent | Kinetic Shield |
talent | Skate |
talent | Forcefield |
beneficial effect | All stats increased by 77. Pain Enhancement System |
detrimental effect | The more you use infusions, the longer they will take to recharge (+10 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 4.14 nature damage per turn and decreasing all heals received by 29%. Insidious Poison |
beneficial effect | The power released by the diamond resonates. Crystal Resonance |
beneficial effect | The gem's matter gradually transforms, granting 21.51 energy per turn. Matter is energy |
detrimental effect | The target has been splashed with acid, taking 63.20 acid damage per turn, reducing armour by 59 and attack by 51. Acid Splash |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Ivirin the giant acid ant. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the injured seer from death by carrion worm mass. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by skeleton magus. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Ilya. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You failed to protect the lost warrior from death by ritch flamespitter. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Ilya. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+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 been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * 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: 858. | 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. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed warg claw. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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
Psionic focus | dwarven-steel greatmaul 'Gothra' (41.5-62.25 power, 2 apr) dwarven-steel greatmaul 'Gothra' (41.5-62.25 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 Base power: 41.5 - 62.3 Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 23% chance to cause random gloom Damage (Melee): +10 mind When wielded/worn: Armour penetration: +24 Physical crit. chance: +24.0% Changes stats: +5 Cun / +6 Wil Changes resistances: +3% blight / +3% lightning / +3% acid Critical mult.: +33.00% Spell save: +3 (+1 eff.) Massive two-handed mauls. |
Quiver | Blindwrest the quiver of dragonbone arrows (20/20, 55-77 power, 18 apr) Blindwrest the quiver of dragonbone arrows (20/20, 55-77 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 55.0 - 77.0 Uses stats: 54% Wil, 75% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +22 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 20 On weapon hit: * 20 arcane resource burn * Slows global speed by 20% * 41% chance to blind * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown Damage (Ranged): +18 physical / +20 temporal / +4 light Burst (radius 2) on crit: +12 light Arrows are used with bows to pierce your foes to death. |
On hands | Lisewe (0 def, 2 armour) =important= Lisewe (0 def, 2 armour) =important=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Damage (Melee): 6 arcane Changes stats: +3 Str / +5 Mag / +3 Wil / +2 Cun Changes resistances: +5% light / +6% darkness / +4% arcane Critical mult.: +5.00% Mental save: +9 (+3 eff.) Mental crit. chance: +1% Infravision radius: +2 It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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. |
Light source | stuntofthelighter stuntofthelighterInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 12 light / 12 acid Changes stats: +7 Wil / +6 Con Changes resistances: +24% blight / +6% nature / +3% all Changes resistances penetration: +14% all Changes damage: +12% acid / +6% light Critical mult.: +20.00% Spell save: +13 (+4 eff.) Life regen: +6.50 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. The set is complete. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) It can be used to activate talent Warshout (costing 41 power out of 45/45) : Effective talent level: 2.0 Power cost: 41 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
On feet | Eilinanor the pair of drakeskin leather boots (10 def, 14 armour) Eilinanor the pair of drakeskin leather boots (10 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 acid / 24 blight Changes resistances: +15% acid / +6% blight / +15% fire / +13% cold / +15% lightning Reduces incoming crit damage: 15.00% Life regen: +5.50 Healing mod.: +30% A pair of boots made of leather. |
Tool | Mirepall [power 58] (3/27 cooldown) Mirepall [power 58] (3/27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +5 Cun / +2 Con Changes resistances: +3% nature Changes resistances penetration: +10% temporal Light radius: +2 It can be used to teleport randomly (rad 58), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | stuntofthefinger stuntofthefingerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +3 Str / +13 Dex / +12 Cun Changes resistances penetration: +10% acid Grants telepathy: Dragon Physical save: +15 (+4 eff.) Spell save: +16 (+4 eff.) Mental save: +18 (+5 eff.) Stun/Freeze immunity: +41% Life regen: +5.90 Maximum life: +100.00 Healing mod.: +30% Rings can have magical properties. |
On fingers | Yvuwyn YvuwynPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Mag / +6 Wil Changes resistances: +3% cold Changes damage: +6% all Life regen: +0.50 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -80.00 life Maximum life: +64.00 Spellpower: +18 (+2 eff.) Mindpower: +8 (+2 eff.) Healing mod.: +16% Damage Shield penetration: +10% Rings can have magical properties. |
Around neck | Polille the Obsidiancast Polille the ObsidiancastInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +3 Changes stats: +2 Str Changes resistances: +9% darkness / +19% temporal Changes resistances penetration: +10% blight Talent masteries: +0.28 Psionic / Augmented striking +0.28 Psionic / Augmented mobility Blindness immunity: +31% Pinning immunity: +33% Knockback immunity: +40% Infravision radius: +7 Sight radius: +2 See invisible: +13 Healing mod.: +15% Amulets can have magical properties. |
In main hand | stralite waraxe 'Unreldir' (30-42 power, 5 apr) stralite waraxe 'Unreldir' (30-42 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 108% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 26% chance to cause random gloom * 29% chance to disease * Random elemental explosion Damage (Melee): +8 acid / +15 blight / +5 mind When wielded/worn: Effects on melee hit: * 15% chance to corrode armour * 20% chance to disease Damage when hit (Melee): 8 acid Changes stats: +3 Cun / +2 Wil Changes resistances penetration: +14% acid / +5% blight / +13% fire / +12% cold / +11% lightning Changes damage: +6% acid One-handed war axes. |
Around waist | Xerolrakira the hardened leather belt Xerolrakira the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +2 Str Maximum encumbrance: +20 Maximum life: +106.00 Maximum mana: +56.00 Maximum stamina: +49.00 Maximum hate: +15.00 Maximum psi: +31.00 Maximum vim: +31.00 Maximum pos.energy: +23.00 Maximum neg.energy: +32.00 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
In off hand | Mercy (35-45.5 power, 9 apr) =balanced= Mercy (35-45.5 power, 9 apr) =balanced=Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 48% Wil, 59% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Cloak | Rhyntir the cashmere cloak (2 def, 0 armour) Rhyntir the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str / +2 Dex / +2 Wil / +2 Cun Changes resistances: +13% blight / +13% nature / +3% mind Physical save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Life regen: +1.50 Only die when reaching: -50.00 life Maximum life: +36.00 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Scale Mail of Kroltar (20 def, 18 armour) Scale Mail of Kroltar (20 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. The set is complete. When wielded/worn: Armour: +18 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +240.00 It can be used to activate talent Inferno (costing 45 power out of 80/80) : Effective talent level: 3.0 Power cost: 45 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 30.78 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
voratun amulet 'Baryrab' voratun amulet 'Baryrab'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +8 Wil Changes resistances: +6% mind / +15% temporal Changes resistances penetration: +5% mind Talent mastery: +0.40 Psionic / Finer energy manipulations Mental save: +22 (+6 eff.) Confusion immunity: +40% Mindpower: +22 (+5 eff.) Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff 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: +2.5% procs dam / acc 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 (+6 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, costing 178 power out of 62/200. 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." |
This item will automatically be transmogrified when you leave the level. voratun waraxe of rage (40.5-56.7 power, 6 apr)voratun waraxe of rage (40.5-56.7 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 108% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +7 Str Changes damage: +13% physical Stamina when hit: +1.50 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of darkness (+24%) (5 def, 0 armour)spellwoven elven-silk robe of darkness (+24%) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +24% darkness Changes damage: +16% darkness Spell save: +30 (+8 eff.) Spellpower: +5 (+0 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. grounding pair of voratun boots of invasion (0 def, 5 armour)grounding pair of voratun boots of invasion (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Changes resistances: +12% lightning / +15% temporal Changes resistances penetration: +15% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots of evasion (23 def, 5 armour)pair of voratun boots of evasion (23 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +23 (+8 eff.) Fatigue: +4% It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 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 57 defense for 18 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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. |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather cap of dexterity (+10) (0 def, 5 armour)cleansing drakeskin leather cap of dexterity (+10) (0 def, 5 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex Changes resistances: +15% nature / +15% blight A cap made of leather. |
This item will automatically be transmogrified when you leave the level. grounding voratun helm of dexterity (+9) (0 def, 5 armour)grounding voratun helm of dexterity (+9) (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Dex Changes resistances: +13% lightning / +15% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. voratun shield of resilience (12 def, 3 armour, 193.5 block)voratun shield of resilience (12 def, 3 armour, 193.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Talent granted: +5 Block Maximum life: +87.00 Handheld deflection devices. |
1366 alchemist agate 1366 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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 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 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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
50 alchemist bloodstone 50 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 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 opal 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. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 (2/2) 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, costing 180 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. |
Rod of Spydric Poison (0/3) Rod of Spydric Poison (0/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 686.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 21/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 diamond 4 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. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
By Ilya the Yeek Mindslayer level 36
64th Haze 122nd year of Ascendancy at 00:32 see stats
By Ilya the Yeek Mindslayer level 35
62nd Haze 122nd year of Ascendancy at 04:12 see stats
By Ilya the Yeek Mindslayer level 42
31st Regrowth 123rd year of Ascendancy at 01:46 see stats
By Ilya the Yeek Mindslayer level 50
23rd Dusk 123rd year of Ascendancy at 11:13 see stats
By Ilya the Yeek Mindslayer level 40
25th Regrowth 123rd year of Ascendancy at 16:32 see stats
By Ilya the Yeek Mindslayer level 38
4th Regrowth 123rd year of Ascendancy at 02:31 see stats
By Ilya the Yeek Mindslayer level 20
67th Dusk 122nd year of Ascendancy at 15:20 see stats
By Ilya the Yeek Mindslayer level 39
7th Regrowth 123rd year of Ascendancy at 13:46 see stats
By Ilya the Yeek Mindslayer level 44
49th Regrowth 123rd year of Ascendancy at 16:22 see stats
By Ilya the Yeek Mindslayer level 23
14th Haze 122nd year of Ascendancy at 23:25 see stats
By Ilya the Yeek Mindslayer level 30
33rd Haze 122nd year of Ascendancy at 23:56 see stats
By Ilya the Yeek Mindslayer level 50
11st Haze 123rd year of Ascendancy at 20:16 see stats
By Ilya the Yeek Mindslayer level 36
3rd Decay 122nd year of Ascendancy at 01:27 see stats
By Ilya the Yeek Mindslayer level 10
1st Summertide 122nd year of Ascendancy at 12:33 see stats
By Ilya the Yeek Mindslayer level 20
50th Dusk 122nd year of Ascendancy at 11:30 see stats
By Ilya the Yeek Mindslayer level 30
33rd Haze 122nd year of Ascendancy at 19:05 see stats
By Ilya the Yeek Mindslayer level 40
21st Regrowth 123rd year of Ascendancy at 19:57 see stats
By Ilya the Yeek Mindslayer level 50
19th Dusk 123rd year of Ascendancy at 14:14 see stats
By Ilya the Yeek Mindslayer level 50
9th Haze 123rd year of Ascendancy at 19:17 see stats
By Ilya the Yeek Mindslayer level 50
44th Dusk 123rd year of Ascendancy at 02:15 see stats
By Ilya the Yeek Mindslayer level 21
1st Time of Equilibrium 122nd year of Ascendancy at 22:41 see stats
By Ilya the Yeek Mindslayer level 37
9th Allure 123rd year of Ascendancy at 17:28 see stats
By Ilya the Yeek Mindslayer level 25
20th Haze 122nd year of Ascendancy at 15:08 see stats
By Ilya the Yeek Mindslayer level 39
21st Regrowth 123rd year of Ascendancy at 19:48 see stats
By Ilya the Yeek Mindslayer level 50
15th Haze 123rd year of Ascendancy at 17:36 see stats
By Ilya the Yeek Mindslayer level 50
10th Haze 123rd year of Ascendancy at 07:43 see stats
By Ilya the Yeek Mindslayer level 10
7th Flare 122nd year of Ascendancy at 11:17 see stats
By Ilya the Yeek Mindslayer level 50
15th Haze 123rd year of Ascendancy at 17:37 see stats
By Ilya the Yeek Mindslayer level 48
2nd Dusk 123rd year of Ascendancy at 22:35 see stats
By Ilya the Yeek Mindslayer level 17
31st Dusk 122nd year of Ascendancy at 19:42 see stats
By Ilya the Yeek Mindslayer level 44
56th Regrowth 123rd year of Ascendancy at 19:40 see stats
By Ilya the Yeek Mindslayer level 30
34th Haze 122nd year of Ascendancy at 11:19 see stats
By Ilya the Yeek Mindslayer level 20
50th Dusk 122nd year of Ascendancy at 21:02 see stats
By Ilya the Yeek Mindslayer level 50
15th Haze 123rd year of Ascendancy at 17:37 see stats
By Ilya the Yeek Mindslayer level 34
61st Haze 122nd year of Ascendancy at 13:15 see stats
Log
Ilya killed Argoniel!
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 23 acid damage.
High Sun Paladin Aeryn receives 17 healing from Shield of Light.
Ilya is moving less freely.
Talent Kinetic Leech is ready to use.
Talent Warding Weapon is ready to use.
Acid Splash from Argoniel hits Ilya for (17 to psi shield), 5 acid (5 total damage).
Insidious Poison from Argoniel hits Ilya for (1 to psi shield), 0 nature (0 total damage).
Saving game...
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Triumph of the Way (Insane (Adventure) difficulty)!
New Achievement: The Sun Still Shines (Insane (Adventure) difficulty)!
Saving done.
The flow of energy from Ilya's gem ceases.
Ilya is free from the acid.
Ilya deactivates Charged Shield.
Ilya deactivates Skate.
Ilya deactivates Kinetic Shield.
Ilya deactivates Beyond the Flesh.
Ilya deactivates Charged Aura.
Ilya no longer feels strong.
Ilya is no longer glinting.
Ilya deactivates Heartstart.
Ilya deactivates Augmentation.
Ilya deactivates Forcefield.
Ilya is no longer poisoned.
Ilya deactivates Thermal Aura.