Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! 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:
Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Gunslinger |
| Level / Exp | 50 / 1129% |
| Size | small |
| Lifes / Deaths | Killed by Hakku at level 50 on the 19th Pyre 123rd year of Ascendancy at 17:16 7 / 1 |
Primary Stats
| Strength | 45 (base 20) |
| Dexterity | 132 (base 60) |
| Constitution | 76 (base 63) |
| Magic | 49 (base 23) |
| Willpower | 44 (base 7) |
| Cunning | 132 (base 60) |
Resources
| Life | 1434/1434 |
| Stamina | 369/369 |
| Healing Factor | 1.542 |
| Regeneration | 42.0195 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 9 |
| Infravision | 17 |
| See Stealth | 32 |
| See Invisible | 32 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 93 |
| Crit Chance | 116% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 117 |
| Accuracy | 93 |
| Crit Chance | 116% |
| APR | 48 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 81% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 99% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Offense: Damage Penetration
| All | +8% |
Defense: Base
| Armour (hardiness) | 44 (30%) |
| Defense | 54 |
| Ranged Defense | 56 |
| Fatigue | 13 |
| Physical Save | 66 |
| Spell Save | 48 |
| Mental Save | 74 |
Defense: Resistances
| All | -30%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 45% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Silence Resistance | 10% |
| Bleed Resistance | 90% |
| Teleport Resistance | 25% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 16% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 198% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 229% efficiency and cooldown mod of 70%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gunslinging | 1.50 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Steamtech / Avoidance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.40 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 0.80 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Embedded Restoration Systems |
| talent | Automated Cloak Tessellation |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| detrimental effect | The target is cursed, reducing all resistances by 45%. Curse of Vulnerability |
| beneficial effect | The target is moving while shooting, and will reload 7 ammo when finished strafing. Strafing |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Hakku. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved physical save by +4. | done |
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 successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton mage. Escort: repented thief (level 3 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Hakku. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Constitution by +2. | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 86. | 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 needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed hummerhorn wing. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of fire wyrm saliva. * You've found the needed ice ant stinger. | active |
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 within2 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
| On feet | Lucky Cow-kicking boots (0 def, 16 armour) Lucky Cow-kicking boots (0 def, 16 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +2.0% Armour: +16 Fatigue: +5% Changes stats: +19 Dex / +7 Mag / +30 Lck Changes damage: +9% physical Talent granted: +5 Moss Tread Critical mult.: +9.00% Stealth bonus: +38 Spell save: +7 (+2 eff.) Maximum stamina: +5.00 Lowers spell cool-downs by: 10% Infravision radius: +3 A pair of boots made of leather. |
| Quiver | Wizards bane (14/22, 52-62.4 power, 6 apr) Wizards bane (14/22, 52-62.4 power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 52.0 - 62.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 On weapon hit: * Slows global speed by 47% * 47 arcane resource burn * disrupts spell-casting * 25% chance to remove a magical effect Damage (Ranged): +60 insidious poison / +16 mind / +39 nature Burst (radius 2) on crit: +8 mind Damage against: +24% Unnatural When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Halaneg the Wildmarrow Halaneg the WildmarrowPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Damage when hit (Melee): 4 nature Changes resistances: +7% darkness Changes resistances penetration: +8% all Changes damage: +8% light Damage affinity(heal): +5% light Mental save: +9 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +4 (+1 eff.) Light radius: +7 See stealth: +7 See invisible: +7 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Sun Flare, 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 Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 16.47 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eastern Wood Hat (16 def, 0 armour) Eastern Wood Hat (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +16 (+5 eff.) Changes stats: +13 Cun / +19 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On hands | Critical mass (0 def, 4 armour) Critical mass (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +20.0% Physical power: +14 (+3 eff.) Armour: +4 Changes stats: +7 Str / +2 Wil / +2 Con Changes resistances: +5% arcane / +2% physical Changes damage: +6% darkness Critical mult.: +13.00% Physical save: +11 (+3 eff.) Mental save: +11 (+2 eff.) Silence immunity: +10% Life regen: +3.40 Stamina each turn: +1.90 Maximum stamina: +32.00 Spell crit. chance: +20% Mental crit. chance: +20% Light radius: +1 Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Layurevena the steel ring Layurevena the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +11% blight Changes damage: +11% blight / +6% acid Mental save: +8 (+2 eff.) Confusion immunity: +21% Stun/Freeze immunity: +20% Life regen: +1.70 Rings can have magical properties. |
| On fingers | Emelegata the stralite ring Emelegata the stralite ringRequires: - Level 25 Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Wil Changes resistances: +3% nature / +12% lightning Changes damage: +9% mind Spell save: +6 (+2 eff.) Mental save: +16 (+4 eff.) Disease immunity: +5% Teleport immunity: +10% Life regen: +2.50 Maximum life: +137.00 Healing mod.: +37% Rings can have magical properties. This item has been sent to the Item's Vault. |
| Around neck | Isloda the Infernooath Isloda the InfernooathInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Physical crit. chance: +3.0% Damage when hit (Melee): 8 fire Changes stats: +5 Wil Changes resistances: +16% mind Critical mult.: +13.00% Confusion immunity: +24% Light radius: +1 Amulets can have magical properties. |
| In main hand | Glacia GlaciaRequires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +27 Physical crit. chance: +20.0% Attack speed: 100% Dam. multiplier: 130% Firing range: +7 On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Ice block penetration: +20% Strange coils encircle this extremely cold gun. |
| Around waist | Cindertrial the hardened leather belt Cindertrial the hardened leather beltRequires: - Level 15 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +14.0% Changes stats: +13 Dex / +15 Cun / +9 Lck Changes resistances: +15% fire Changes resistances penetration: +5% fire Changes damage: +9% fire Trap disarming bonus: +12 Stealth bonus: +8 Mental crit. chance: +18% Infravision radius: +5 A belt that goes around your waist. This item has been sent to the Item's Vault. |
| In off hand | Chachak ChachakRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +48 Physical crit. chance: +20.0% Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +17 mind / +25 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Str / +6 Dex / +7 Mag / +13 Wil / +12 Cun / +6 Con Changes resistances penetration: +26% lightning Changes damage: +19% mind / +3% blight Grants telepathy: Demon/Minor Demon/Major Mindpower: +15 (+5 eff.) Resist all after a teleport: +4% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Gima the elven-silk cloak (17 def, 17 armour) Gima the elven-silk cloak (17 def, 17 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +17 Defense: +17 (+6 eff.) Changes resistances: +6% acid / +25% cold / +25% nature Physical save: +52 (+13 eff.) Spell save: +27 (+9 eff.) Mental save: +63 (+13 eff.) Cut immunity: +20% Teleport immunity: +15% Only die when reaching: -100.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lisevena (10 def, 7 armour) Lisevena (10 def, 7 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 blight Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun Changes resistances: +19% fire Spell save: +4 (+1 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Stun/Freeze immunity: +10% Life regen: +18.30 Healing mod.: +15% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. medical injector implant (efficiency 179% / cooldown 93%)medical injector implant (efficiency 179% / cooldown 93%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 93%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (46 nature damage, 62% healing reduction)insidious poison infusion (46 nature damage, 62% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 46.34 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
regeneration infusion of the titan (heal 696 over 5 turns) regeneration infusion of the titan (heal 696 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 696 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Alchemist's Helperschematic: Alchemist's Helper Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Unstoppable Force Salveschematic: Unstoppable Force Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
This item will automatically be transmogrified when you leave the level. Frost Lord's ChainFrost Lord's Chain Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
This item will automatically be transmogrified when you leave the level. grounding voratun amulet of visiongrounding voratun amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +25% lightning Blindness immunity: +40% Stun/Freeze immunity: +50% Infravision radius: +9 Sight radius: +2 See invisible: +15 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 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. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of daylight (65.5-104.8 power, 4 apr)voratun greatsword of daylight (65.5-104.8 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.5 - 104.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 light Damage against: +42% Undead Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. arcing voratun mace of corruption (46.5-65.1 power, 6 apr)arcing voratun mace of corruption (46.5-65.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 18% chance to inflict damage reduction * 25% chance for lightning to arc to a second target * 20% chance to curse the target Damage (Melee): +18 lightning Blunt and deadly. |
Brenarerig the Blastschism (16-17.6 power, 40 apr, nature damage) Brenarerig the Blastschism (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze Damage Shield penetration (this weapon only): +10% Damage (Melee): +16 blight When wielded/worn: Damage when hit (Melee): 35 acid Changes resistances: +24% acid Changes resistances penetration: +38% acid / +5% arcane Changes damage: +33% acid / +12% arcane Life regen: +5.00 Mana each turn: +0.04 Maximum life: +50.00 Maximum mana: +60.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
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 (+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." |
Lisassra the dragonbone starstaff (30-36 power, 6 apr, physical element) Lisassra the dragonbone starstaff (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% 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% Damage (Melee): +8 physical When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +9.0% Physical power: +15 (+3 eff.) Damage (Melee): 35 fire Changes stats: +2 Str Changes resistances: +6% mind Changes resistances penetration: +15% physical Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +54.00% Reduces incoming crit damage: 10.00% Spell save: +6 (+2 eff.) Maximum stamina: +10.00 Spellpower: +35 (+6 eff.) Spell crit. chance: +9% See invisible: +19 Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Zerion' (41-49.2 power, 6 apr, arcane element) dragonbone magestaff 'Zerion' (41-49.2 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stat: 80% 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: Defense: +20 (+6 eff.) Damage (Melee): 10 % chance of confusion Changes resistances: +12% mind Changes resistances penetration: +5% arcane / +20% mind Changes damage: +41% arcane / +3% mind Talent granted: +1 Command Staff Spellpower: +36 (+6 eff.) Spell crit. chance: +14% Damage Shield penetration: +34% It can be used to unleash an elemental blastwave, dealing 41.74 to 50.09 arcane damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Festerstun' (30-36 power, 6 apr, temporal element) dragonbone starstaff 'Festerstun' (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% 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% Damage (Melee): +4 arcane Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +9.0% Physical power: +12 (+3 eff.) Changes damage: +3% nature / +30% temporal Talent granted: +1 Command Staff Critical mult.: +13.00% Maximum encumbrance: +10 Physical save: +3 (+1 eff.) Mana each turn: +0.30 Maximum mana: +82.00 Maximum stamina: +5.00 Spellpower: +30 (+6 eff.) Spell crit. chance: +24% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal dragonbone magestaff (30-36 power, 6 apr, lightning element)infernal dragonbone magestaff (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% 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: Damage (Melee): 32 fire Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +40.00% Spellpower: +25 (+5 eff.) Spell crit. chance: +5% See invisible: +15 Staves designed for wielders of magic, by the greats of the art. |
Thoughtcaster ThoughtcasterRequires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 67.60 mind damage (based on Mindpower) in a radius 1 around the target Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+5 eff.) Mental crit. chance: +5% Steampower: +15 (+3 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
This item will automatically be transmogrified when you leave the level. blurring drakeskin leather belt of resilienceblurring drakeskin leather belt of resilience Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+7 eff.) Stealth bonus: +15 Maximum life: +64.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. drakeskin leather belt of recklessnessdrakeskin leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Critical mult.: +15.00% A belt that goes around your waist. |
Chaloregolach the elven-silk cloak (14 def, 6 armour) Chaloregolach the elven-silk cloak (14 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +22 (+5 eff.) Armour: +6 Defense: +14 (+5 eff.) Fatigue: -6% Changes resistances: +8% acid / +8% cold / +5% fire / +5% arcane / +10% lightning Changes damage: +12% blight Physical save: +16 (+4 eff.) Spell save: +24 (+8 eff.) Mental save: +22 (+5 eff.) Teleport immunity: +15% Maximum life: +107.00 Maximum stamina: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. ancient elven-silk robe (5 def, 0 armour)ancient elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Mag Changes resistances penetration: +15% temporal / +15% physical Changes damage: +20% temporal / +18% physical Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of fire (+30%) (5 def, 0 armour)elven-silk robe of fire (+30%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +30% fire Changes damage: +20% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. scholar's pair of voratun boots of uncanny dodging (6 def, 5 armour)scholar's pair of voratun boots of uncanny dodging (6 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Spellpower: +6 (+2 eff.) 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. traveler's pair of drakeskin leather boots of rushing (0 def, 5 armour)traveler's pair of drakeskin leather boots of rushing (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +4 Str / +4 Con Maximum encumbrance: +42 Physical save: +14 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. traveler's pair of voratun boots of uncanny dodging (10 def, 5 armour)traveler's pair of voratun boots of uncanny dodging (10 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: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -6% Maximum encumbrance: +43 Physical save: +15 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 155.04 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
dwarven-steel helm 'Beruharayon' (0 def, 4 armour) dwarven-steel helm 'Beruharayon' (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +4 Con Changes resistances: +7% blight / +3% temporal / +8% darkness Changes resistances penetration: +5% temporal Changes damage: +6% blight / +12% temporal Physical save: +13 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+1 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. 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. insulating drakeskin leather hat (0 def, 5 armour)insulating drakeskin leather hat (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +14% fire / +15% cold A hat made of leather. Very stylish. |
voratun helm 'Gusemira' (0 def, 11 armour) voratun helm 'Gusemira' (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +11 Fatigue: +5% Changes stats: +7 Str / +10 Wil / +10 Con Changes resistances: +3% temporal / +15% physical Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Physical save: +14 (+3 eff.) Mindpower: +4 (+2 eff.) Infravision radius: +4 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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. warlord's voratun helm of dexterity (+6) (0 def, 5 armour)warlord's voratun helm of dexterity (+6) (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: Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +9 Dex / +7 Wil Changes resistances: +14% physical Physical save: +13 (+3 eff.) 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. rejuvenating voratun plate armour of clarity (9 def, 16 armour)rejuvenating voratun plate armour of clarity (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +10% mind Mental save: +25 (+6 eff.) Life regen: +7.70 Stamina each turn: +2.40 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. wintry voratun shield (12 def, 3 armour, 185 block)wintry voratun shield (12 def, 3 armour, 185 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% Damage when hit (Melee): 20 ice Changes stats: +6 Wil Changes resistances: +15% cold Talent granted: +5 Block Handheld deflection devices. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
lapis lazuli 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 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
nightwalker's brass lantern of health nightwalker's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +3 Wil Critical mult.: +11.00% Maximum life: +42.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby 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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)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 403.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing healing salve [power 689] amazing healing salve [power 689]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 198% efficiency and 55% cooldown modifier. It can be used to heal 689, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 603] amazing pain suppressor salve [power 603]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 198% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -603 life and reduces all damage by 29% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
great healing salve [power 593] great healing salve [power 593]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 198% efficiency and 55% cooldown modifier. It can be used to heal 593, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful healing salve [power 497] powerful healing salve [power 497]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 198% efficiency and 55% cooldown modifier. It can be used to heal 497, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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. |
Sickening daze (21/21, 54-64.8 power, 6 apr) Sickening daze (21/21, 54-64.8 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 60% chance to gain 10% of a turn * 40% chance to disease * 20% chance to daze * 20% chance to curse the target Damage (Ranged): +19 darkness / +40 blight / +20 temporal Burst (radius 1) on hit: +4 lightning / +4 temporal Burst (radius 2) on crit: +4 blight Shots are used with slings to pummel your foes to death. |
perfect acid groove perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
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. |
moonstone 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 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Hakku the Halfling Gunslinger level 31
63rd Haze 122nd year of Ascendancy at 03:53 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Hakku the Halfling Gunslinger level 31
61st Haze 122nd year of Ascendancy at 09:43 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Hakku the Halfling Gunslinger level 45
66th Regrowth 123rd year of Ascendancy at 10:51 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Hakku the Halfling Gunslinger level 44
57th Regrowth 123rd year of Ascendancy at 12:31 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Hakku the Halfling Gunslinger level 34
73rd Haze 122nd year of Ascendancy at 07:22 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Hakku the Halfling Gunslinger level 41
42nd Regrowth 123rd year of Ascendancy at 03:44 see stats
Catch that Plumpkin! (Insane (Adventure) difficulty)
Finish the Plumpkin event.By Hakku the Halfling Gunslinger level 27
30th Haze 122nd year of Ascendancy at 10:48 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Hakku the Halfling Gunslinger level 27
22nd Haze 122nd year of Ascendancy at 22:47 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Hakku the Halfling Gunslinger level 33
70th Haze 122nd year of Ascendancy at 01:33 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Hakku the Halfling Gunslinger level 25
7th Haze 122nd year of Ascendancy at 15:09 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Hakku the Halfling Gunslinger level 45
61st Regrowth 123rd year of Ascendancy at 23:19 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Hakku the Halfling Gunslinger level 50
16th Pyre 123rd year of Ascendancy at 19:12 see stats
Fool of a Took! (Insane (Adventure) difficulty)
Killed oneself as a halfling.By Hakku the Halfling Gunslinger level 50
19th Pyre 123rd year of Ascendancy at 17:16 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By Hakku the Halfling Gunslinger level 25
78th Dusk 122nd year of Ascendancy at 12:29 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hakku the Halfling Gunslinger level 22
60th Dusk 122nd year of Ascendancy at 15:57 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Hakku the Halfling Gunslinger level 10
2nd Mirth 122nd year of Ascendancy at 00:24 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Hakku the Halfling Gunslinger level 20
40th Dusk 122nd year of Ascendancy at 02:14 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Hakku the Halfling Gunslinger level 30
58th Haze 122nd year of Ascendancy at 09:10 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Hakku the Halfling Gunslinger level 40
30th Regrowth 123rd year of Ascendancy at 16:03 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Hakku the Halfling Gunslinger level 50
16th Pyre 123rd year of Ascendancy at 09:55 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Hakku the Halfling Gunslinger level 19
20th Dusk 122nd year of Ascendancy at 22:48 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Hakku the Halfling Gunslinger level 49
14th Pyre 123rd year of Ascendancy at 18:09 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Hakku the Halfling Gunslinger level 40
40th Regrowth 123rd year of Ascendancy at 11:26 see stats
Portal master (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed four invocation portals.By Hakku the Halfling Gunslinger level 50
19th Pyre 123rd year of Ascendancy at 17:14 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Hakku the Halfling Gunslinger level 20
40th Dusk 122nd year of Ascendancy at 05:16 see stats
Santassacre! (Insane (Adventure) difficulty)
Killed the little helper elves after saving them!By Hakku the Halfling Gunslinger level 19
20th Dusk 122nd year of Ascendancy at 23:07 see stats
Selfless (Insane (Adventure) difficulty)
Won ToME by closing the Void portal using yourself as a sacrifice.By Hakku the Halfling Gunslinger level 50
19th Pyre 123rd year of Ascendancy at 17:16 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Hakku the Halfling Gunslinger level 27
30th Haze 122nd year of Ascendancy at 10:48 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Hakku the Halfling Gunslinger level 25
78th Dusk 122nd year of Ascendancy at 12:23 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Hakku the Halfling Gunslinger level 33
70th Haze 122nd year of Ascendancy at 03:15 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Hakku the Halfling Gunslinger level 12
10th Mirth 122nd year of Ascendancy at 17:41 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Hakku the Halfling Gunslinger level 30
60th Haze 122nd year of Ascendancy at 11:41 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Hakku the Halfling Gunslinger level 14
6th Flare 122nd year of Ascendancy at 14:42 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Hakku the Halfling Gunslinger level 36
5th Allure 123rd year of Ascendancy at 22:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Hakku the Halfling Gunslinger level 25
79th Dusk 122nd year of Ascendancy at 10:54 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Hakku the Halfling Gunslinger level 14
4th Flare 122nd year of Ascendancy at 03:50 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Hakku the Halfling Gunslinger level 30
60th Haze 122nd year of Ascendancy at 11:41 see stats
Log
Argoniel shrugs off the critical damage!
Argoniel shrugs off the critical damage!
Argoniel shrugs off the critical damage!
Argoniel resists the mind attack!
Argoniel shrugs off the critical damage!
Argoniel resists the mind attack!
Hakku's Strafe performs a ranged critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Portal master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Hakku's Strafe hits Argoniel for 80 physical, 1 nature, 4 arcane, 11 lightning, 7 nature, 2 mind, , 1 mind (107 total damage).
Hakku's Strafe hits Argoniel for 188 physical damage.
Hakku's Strafe killed Argoniel!
Talent Slip Away is ready to use.
Hakku's embedded restoration system activate.
Hakku receives 517 healing.
Personal New Achievement: Fool of a Took! (Insane (Adventure) difficulty)!
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Insane (Adventure) difficulty)!
Option unlocked: New game difficulty mode: Madness
Saving done.
Hakku is no longer cursed.
Hakku reloads.
Hakku tessellates his cloak!
Hakku deactivates Embedded Restoration Systems.
Hakku deactivates his cloak's restoration systems.
Hakku deactivates Agile Gunner.
