Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.0 |
| Addons | QuickTome: Remove Escorts 1.3.1This addon is part of the QuickTome addon set. This addon removes escorts from the game. CompatibilityThis addon is guaranteed to be compatible with the rest of the QuickTome set. If it isn't, that is a bug and should be reported. This addon overloads the following files: It will not be compatible with other addons that touch these files. Also, it removes the Quest:escort:assign hook. Weight: 216875 Changelog1.0.0- Initial release Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: No Achievement Pop-ups 1.3.1This addon removes the pop-up window that appears when an achievement is gained. It also provides the option to disable announcing your own achievements in chat. CompatibilityThis addon superloads and OVERWRITES the following functions: This addon superloads the following functions non-intrusively: This addon uses the GameOptions:generateList hook to provide a new option. Weight: 39438 Changelog1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Half-Cost Category Mastery 1.3.1 QuickTome: Zone Overhaul 1.4.0 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:
QuickTome: Event Changes 1.3.1 QuickTome: Orb of Communication 1.3.1 Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. QuickTome: Arena Skip 1.3.1 Square Field of Vision 1.3.1 Items Vault 1.3.0Donators/Buyers bonus! No Item Decay 1.3.1 QuickTome: Resource Tweaks 1.3.1 Replace Swift Hands 1.3.1 QuickTome: Remove Stat Requirements 1.3.1 QuickTome: Item Tweaks 1.3.3 QuickTome: Sight Overhaul 1.3.1 QuickTome: Melinda Tweaks 1.3.1 QuickTome: Improved Recall 1.3.1Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release QuickTome: Creature Changes 1.3.1 QuickTome: Remove Traps 1.3.1 Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Arcane Blade |
| Level / Exp | 50 / 569% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 73 (base 39) |
| Dexterity | 100 (base 60) |
| Constitution | 28 (base 9) |
| Magic | 133 (base 63) |
| Willpower | 57 (base 14) |
| Cunning | 124 (base 66) |
Resources
| Life | 1767/1767 |
| Mana | 441/441 |
| Stamina | 384/384 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +33.19059539439% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
Offense: Mainhand
| Damage | 247 |
| Accuracy | 84 |
| Crit Chance | 99% |
| APR | 50 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 132 |
| Accuracy | 84 |
| Crit Chance | 112% |
| APR | 55 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 103.69578499734 |
| Crit Chance | 93% |
| Speed | 0.8695652173913 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 55.5 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | +15% |
Defense: Base
| Armour (hardiness) | 36.16042435618 (30%) |
| Defense | 51.186237849584 |
| Ranged Defense | 64.491568926641 |
| Fatigue | 0 |
| Physical Save | 28.9875 |
| Spell Save | 66.28125 |
| Mental Save | 57.991666666667 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Confusion Resistance | 60% |
| Silence Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (6/6)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 486 and cleanse 1 wound and poison effect. 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 1030 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 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 32 for 11 turns. While Heroism is active, you will only die when reaching -1120 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 829% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 mental effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Aegis | 1.10 |
| 2/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Arcane Shield |
| talent | Thunderstorm |
| talent | Inner Power |
| talent | Fiery Hands |
| talent | Feather Wind |
| talent | Defensive Posture |
| talent | Shock Hands |
| talent | Shielding |
| talent | Stone Skin |
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 |
Across Maj'Eyal are places inhabited by evil - and treasure. But you don't have time to visit all of them. A new beginningYou may enter only two of the following zones: * You elected not to visit the Heart of the Gloom. * You have visited the ruins of Kor'Pul. * You elected not to visit Norgos' Lair. * You elected not to visit the Rhaloren camp. * You have visited the Scintillating Caves. * You elected not to visit the Trollmire. | 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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | 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 |
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 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 Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
New evils have taken up residence in the tower of Dreadfell - on all nine of its levels. Return of Dread* You have vanquished Aluin on level 8. * You have vanquished the Corrupted Sand Wyrm on level 6. * You have vanquished Kor's Fury on level 4. * You have vanquished Lithfengel on level 7. * You have vanquished Massok on level 3. * You have vanquished Nimisil on level 2. * You have vanquished Pale Drake on level 5. * You have vanquished Snaproot on level 9. * You have vanquished the Spellblaze Simulacrum on level 1. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * 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: 1507. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 | Dairugrim (18 def, 5 armour) Dairugrim (18 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+6 eff.) Fatigue: +4% Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +6 Mag Spell save: +7 (+1 eff.) Mental save: +18 (+5 eff.) Silence immunity: +47% Confusion immunity: +50% Stun/Freeze immunity: +45% Hate when firing a critical mind attack: +1.00 Lowers spell cool-downs by: 10% Mental crit. chance: +3% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 36% chance to completely evade them and granting you 40 defense for 11 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. Press to compare |
| Light source | dwarven lantern 'Cyrylaith' dwarven lantern 'Cyrylaith'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 30% chance to corrode armour Changes stats: +1 Dex / +7 Wil / +2 Con Changes resistances penetration: +5% physical / +15% all Changes damage: +15% mind Maximum encumbrance: +30 Only die when reaching: -60.00 life Maximum life: +199.00 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
| On head | eldritch elven-silk wizard hat of knowledge (3 def, 0 armour) eldritch elven-silk wizard hat of knowledge (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun / +5 Wil Mana each turn: +1.90 Mana when hit: +2.50 Maximum mana: +110.00 Spellpower: +7 (+1 eff.) Mindpower: +4 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... Press to compare |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Power: 125% Range: 1.4x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 4.2 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 164.30 to 492.91 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. Press to compare |
| Tool | crystalomancer's voratun pickaxe (dig speed 24 turns) crystalomancer's voratun pickaxe (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +5 Mag Maximum mana: +57.00 Spell crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +13 (+4 eff.) Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 12 nature / 4 darkness Changes stats: +6 Wil / +11 Mag Changes resistances: +3% nature Changes damage: +3% nature Spell save: +10 (+2 eff.) Spellpower: +10 (+1 eff.) Can be unequipped or rerolled. 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, putting all charms on cooldown for 1 turns. "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 |
| On fingers | conjurer's voratun ring of power conjurer's voratun ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +8 Mag / +6 Wil Spellpower: +22 (+3 eff.) Mindpower: +13 (+4 eff.) Rings can have magical properties. Press to compare |
| Around neck | Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% Casting speed: +15% No force can hope to silence the wearer of this amulet. Press to compare |
| In main hand | magewarrior's short dragonbone magestaff of channeling (136% power, 6 apr, lightning element) magewarrior's short dragonbone magestaff of channeling (136% power, 6 apr, lightning element)Requires: Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 136% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +8.0% Physical power: +11 (+2 eff.) Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +9.00% Mana each turn: +0.31 Spellpower: +37 (+6 eff.) Spell crit. chance: +8% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
| Around waist | Airkiller the drakeskin leather belt Airkiller the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 16 acid Changes stats: +6 Cun / +6 Dex Changes resistances penetration: +10% lightning / +10% darkness / +5% acid Changes damage: +3% acid Mental crit. chance: +15% A belt that goes around your waist. Press to compare |
| In off hand | Life Drinker (152% power, 11 apr) Life Drinker (152% power, 11 apr)Requires: Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 105% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 27.51 acid and 26.85 blight damage. If not cleared after five turns it will inflict 156.20 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. Press to compare |
| Cloak | Radianceorder (3 def, 0 armour) Radianceorder (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +44 (+8 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Fatigue: -6% Effects on melee hit: * 45% chance to blind Changes stats: +5 Str / +11 Dex / +11 Cun Changes resistances: +3% light Reduces incoming crit damage: 5.00% Spell save: +14 (+3 eff.) Mental save: +15 (+4 eff.) Maximum life: +110.00 Maximum stamina: +40.00 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 |
| Main armor | Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Spellpower: +30 (+5 eff.) Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. Press to compare |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 74.83 physical damage and 153.85 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
lightning rune of the wizard (967 lightning damage) lightning rune of the wizard (967 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 322.59 to 967.78 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." Press to compare |
serendipitous voratun amulet serendipitous voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +15 (+5 eff.) Changes stats: +15 Lck Reduce all damage from unseen attackers: 18% Amulets can have magical properties. Press to compare |
starseer's voratun amulet of soulsearing starseer's voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes damage: +6% temporal / +7% darkness / +10% blight / +15% fire / +7% light / +7% physical Critical mult.: +11.00% Spellpower: +16 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. Press to compare |
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 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
pixie's voratun ring of warding pixie's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun / +7 Mag Changes resistances: +30% acid / +30% fire / +21% lightning / +21% cold Spellpower: +12 (+2 eff.) Rings can have magical properties. Press to compare |
Eksatin's Ultimatum (175% power, 25 apr) Eksatin's Ultimatum (175% power, 25 apr)Requires: Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stats: 50% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. Press to compare |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 180% 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 (+8 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 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." Press to compare |
magewarrior's short dragonbone magestaff of greater warding (136% power, 6 apr, lightning element) magewarrior's short dragonbone magestaff of greater warding (136% power, 6 apr, lightning element)Requires: Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 136% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Armour: +9 Defense: +9 (+3 eff.) Maximum wards: +3 lightning Changes damage: +30% lightning Talents granted: +3 Ward +1 Command Staff Critical mult.: +13.00% Spellpower: +25 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. Press to compare |
magewarrior's short dragonbone magestaff of wizardry (136% power, 6 apr, cold element) magewarrior's short dragonbone magestaff of wizardry (136% power, 6 apr, cold element)Requires: Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 136% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +8.0% Physical power: +15 (+3 eff.) Changes stats: +4 Mag / +3 Wil Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +13.00% Maximum mana: +68.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Press to compare |
balancing hardened leather belt of containment balancing hardened leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +5 Cun / +4 Dex Maximum life: +63.00 Maximum mana: +51.00 Maximum stamina: +40.00 Maximum hate: +14.00 Maximum psi: +26.00 Maximum vim: +22.00 Maximum pos.energy: +28.00 Maximum neg.energy: +29.00 Mental crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +12 A belt that goes around your waist. Press to compare |
Treestrike the elven-silk cloak (3 def, 0 armour) Treestrike the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 12 acid Changes stats: +6 Str / +5 Dex / +9 Wil / +8 Cun / +5 Con Changes resistances: +20% nature / +19% blight Changes damage: +6% nature Talent mastery: +0.20 Technique / Combat training Spell save: -30 (-7 eff.) Life regen: +3.00 Stamina each turn: +1.40 Mana each turn: -0.60 Hate when firing a critical mind attack: +3.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +7% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +30 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 |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 70% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 163.15 fire damage and 171.52 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. Press to compare |
Zubobeth (0 def, 5 armour) Zubobeth (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +1 Str / +7 Dex / +2 Mag / +1 Wil / +5 Cun / +12 Con Changes resistances: +15% acid / +15% fire / +14% lightning / +15% cold Changes resistances penetration: +10% blight Reduces incoming crit damage: 5.00% A cap made of leather. Press to compare |
defender's drakeskin leather cap of fortune (7 def, 11 armour) defender's drakeskin leather cap of fortune (7 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +11 Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +12 Lck Changes resistances: +6% all Physical save: +10 (+5 eff.) Spell crit. chance: +6% Mental crit. chance: +6% A cap made of leather. Press to compare |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 A fang from the great warg, Rungof, still covered in blood. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Spellpower: +12 (+2 eff.) It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 53.87 cold damage and 53.87 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. 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 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. |
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. |
bloodstone 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. |
Rod of Recall (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Deepswisp [power 85] (47 cooldown) Deepswisp [power 85] (47 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30 arcane resource burn Damage when hit (Melee): 4 darkness Changes resistances: +6% light Maximum wards: +1 physical / +3 mind / +3 darkness Talent cooldown: Silence (+5 turn) Talents granted: +3 Silence +1 Ward It can be used to teleport randomly (rad 85), putting all charms on cooldown for 47 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Boltburst the dragonbone totem of cure ailments [power 8] (16 cooldown) Boltburst the dragonbone totem of cure ailments [power 8] (16 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +6% lightning Maximum wards: +4 acid / +4 nature / +5 light Changes damage: +21% blight / +15% lightning Talents granted: +5 Rushing Claws +1 Ward It can be used to remove up to 8 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
elven-wood totem of cure ailments 'Samedehad' [power 4] (13 cooldown) elven-wood totem of cure ailments 'Samedehad' [power 4] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +1 Wil Critical mult.: +20.00% Psi when hit: +0.04 Maximum hate: +2.00 It can be used to remove up to 4 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
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% A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
diamond 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 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By qogab the Ogre Arcane Blade level 27
30th Dusk 122nd year of Ascendancy at 10:08 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By qogab the Ogre Arcane Blade level 43
72nd Haze 122nd year of Ascendancy at 12:11 see stats
A living one! (Roguelike)
Was teleported into Caldizar's Fortress, far into the void between the stars.By qogab the Ogre Arcane Blade level 45
79th Haze 122nd year of Ascendancy at 16:43 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By qogab the Ogre Arcane Blade level 26
27th Dusk 122nd year of Ascendancy at 18:12 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By qogab the Ogre Arcane Blade level 36
53rd Dusk 122nd year of Ascendancy at 02:11 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By qogab the Ogre Arcane Blade level 40
63rd Haze 122nd year of Ascendancy at 15:17 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By qogab the Ogre Arcane Blade level 32
47th Dusk 122nd year of Ascendancy at 14:38 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By qogab the Ogre Arcane Blade level 11
9th Mirth 122nd year of Ascendancy at 08:31 see stats
Demonic Invasion (Roguelike)
Stopped a demonic invasion by closing their portal.By qogab the Ogre Arcane Blade level 42
69th Haze 122nd year of Ascendancy at 20:20 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By qogab the Ogre Arcane Blade level 38
57th Dusk 122nd year of Ascendancy at 03:06 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By qogab the Ogre Arcane Blade level 31
45th Dusk 122nd year of Ascendancy at 15:42 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By qogab the Ogre Arcane Blade level 17
5th Flare 122nd year of Ascendancy at 15:40 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By qogab the Ogre Arcane Blade level 50
1st Allure 123rd year of Ascendancy at 14:30 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By qogab the Ogre Arcane Blade level 21
15th Dusk 122nd year of Ascendancy at 15:41 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By qogab the Ogre Arcane Blade level 19
4th Dusk 122nd year of Ascendancy at 06:42 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By qogab the Ogre Arcane Blade level 28
33rd Dusk 122nd year of Ascendancy at 21:46 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By qogab the Ogre Arcane Blade level 45
78th Haze 122nd year of Ascendancy at 22:31 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By qogab the Ogre Arcane Blade level 37
54th Dusk 122nd year of Ascendancy at 16:30 see stats
Gem of the Moon (Roguelike)
Completed the Master Jeweler quest with Limmir.By qogab the Ogre Arcane Blade level 44
76th Haze 122nd year of Ascendancy at 05:55 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By qogab the Ogre Arcane Blade level 14
1st Flare 122nd year of Ascendancy at 04:07 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By qogab the Ogre Arcane Blade level 37
53rd Dusk 122nd year of Ascendancy at 14:07 see stats
Invasion from the Depths (Roguelike)
Stopped a naga invasion by closing their portal.By qogab the Ogre Arcane Blade level 40
64th Haze 122nd year of Ascendancy at 08:20 see stats
Level 10 (Roguelike)
Got a character to level 10.By qogab the Ogre Arcane Blade level 10
3rd Mirth 122nd year of Ascendancy at 18:40 see stats
Level 20 (Roguelike)
Got a character to level 20.By qogab the Ogre Arcane Blade level 20
8th Dusk 122nd year of Ascendancy at 05:12 see stats
Level 30 (Roguelike)
Got a character to level 30.By qogab the Ogre Arcane Blade level 30
41st Dusk 122nd year of Ascendancy at 06:38 see stats
Level 40 (Roguelike)
Got a character to level 40.By qogab the Ogre Arcane Blade level 40
63rd Haze 122nd year of Ascendancy at 13:35 see stats
Level 50 (Roguelike)
Got a character to level 50.By qogab the Ogre Arcane Blade level 50
1st Allure 123rd year of Ascendancy at 14:06 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By qogab the Ogre Arcane Blade level 44
77th Haze 122nd year of Ascendancy at 11:05 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By qogab the Ogre Arcane Blade level 10
5th Mirth 122nd year of Ascendancy at 22:28 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By qogab the Ogre Arcane Blade level 28
32nd Dusk 122nd year of Ascendancy at 06:07 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By qogab the Ogre Arcane Blade level 18
7th Flare 122nd year of Ascendancy at 17:20 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By qogab the Ogre Arcane Blade level 26
27th Dusk 122nd year of Ascendancy at 00:12 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By qogab the Ogre Arcane Blade level 10
5th Mirth 122nd year of Ascendancy at 22:50 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By qogab the Ogre Arcane Blade level 31
46th Dusk 122nd year of Ascendancy at 03:57 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By qogab the Ogre Arcane Blade level 50
1st Allure 123rd year of Ascendancy at 14:29 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By qogab the Ogre Arcane Blade level 25
25th Dusk 122nd year of Ascendancy at 21:42 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By qogab the Ogre Arcane Blade level 45
77th Haze 122nd year of Ascendancy at 17:09 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By qogab the Ogre Arcane Blade level 39
61st Haze 122nd year of Ascendancy at 22:52 see stats
The secret city (Roguelike)
Discovered the truth about mages.By qogab the Ogre Arcane Blade level 18
1st Dusk 122nd year of Ascendancy at 12:14 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By qogab the Ogre Arcane Blade level 33
50th Dusk 122nd year of Ascendancy at 01:07 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By qogab the Ogre Arcane Blade level 30
44th Dusk 122nd year of Ascendancy at 00:01 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By qogab the Ogre Arcane Blade level 20
12nd Dusk 122nd year of Ascendancy at 11:46 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By qogab the Ogre Arcane Blade level 24
25th Dusk 122nd year of Ascendancy at 14:19 see stats
Log
You gain 25.80 gold from the transmogrification of Gorykhad the voratun waraxe (150% power, 6 apr).
You gain 13.75 gold from the transmogrification of shimmering dragonbone vilestaff of invocation (136% power, 6 apr, acid element).
You gain 10.24 gold from the transmogrification of summoner's living mindstar of persecution (114% power, 40 apr, mind damage).
You gain 12.19 gold from the transmogrification of caller's living mindstar of balance (113% power, 40 apr, mind damage).
You gain 14.34 gold from the transmogrification of thunderous voratun mace of purging (154% power, 6 apr).
You gain 10.74 gold from the transmogrification of hateful voratun mace of crippling (157% power, 6 apr).
You gain 22.50 gold from the transmogrification of Blighted Maul (204% power, 22 apr).
You gain 21.19 gold from the transmogrification of voratun dagger 'Falugas' (148% power, 9 apr).
You gain 10.69 gold from the transmogrification of hateful voratun dagger of ruin (148% power, 9 apr).
You gain 4.35 gold from the transmogrification of phase door rune (range 14; power 34; dur 7).
You gain 3.05 gold from the transmogrification of heat beam rune of the sneak (486 fire damage).
You gain 6.52 gold from the transmogrification of controlled phase door rune of the duelist (range 16).
You gain 2.65 gold from the transmogrification of acid wave rune (162 acid damage; dur 5; apply 22).
You gain 3.52 gold from the transmogrification of acid wave rune (307 acid damage; dur 5; apply 22).
You gain 1.50 gold from the transmogrification of wild infusion (resist 22%; cure magical).
There is an item here: Sealed Scroll of Last Hope
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Qogab deactivates Arcane Shield.
Qogab deactivates Arcane Combat.
Qogab deactivates Inner Power.
Qogab deactivates Feather Wind.
Qogab deactivates Defensive Posture.
Qogab deactivates Stone Skin.
Qogab deactivates Shock Hands.
Qogab deactivates Shielding.
Qogab deactivates Fiery Hands.
Qogab deactivates Arcane Feed.
Qogab deactivates Thunderstorm.
The furious lightning storm around qogab calms down and disappears.
