Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. |
Campaign | Demons |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Mana Knight |
Level / Exp | 50 / 4231% |
Size | medium |
Lifes / Deaths | Killed by Gaba the panther at level 50 on the 272nd Vengeance 123rd year of Ascendancy at 16:33 3 / 4Killed by minotaur at level 50 on the 274th Vengeance 123rd year of Ascendancy at 04:57 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 300th Vengeance 123rd year of Ascendancy at 13:25 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 300th Vengeance 123rd year of Ascendancy at 15:05 |
Primary Stats
Strength | 57 (base 47) |
Dexterity | 65 (base 45) |
Constitution | 16 (base 10) |
Magic | 78 (base 60) |
Willpower | 73 (base 60) |
Cunning | 38 (base 10) |
Resources
Life | 1222/1222 |
Essence | 100/100 |
Healing Factor | 1.1272885753273 |
Regeneration | 34.10047940365 |
Speed
Mental | 0% |
Attack | +20% |
Movement | -66.666666666667% |
Spell | +20% |
Global | +100% |
Vision
Sight | 15 |
Lite | 8 |
Infravision | 5 |
See Stealth | 5 |
See Invisible | 9 |
Offense: Mainhand
Damage | 139 |
Accuracy | 96 |
Crit Chance | 72% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 70 |
Accuracy | 96 |
Crit Chance | 72% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 83 |
Crit Chance | 76% |
Speed | 0.83333333333333 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 30% |
Speed | 0.83333333333333 |
Offense: Damage Bonus
Light | +3% |
Blight | +9% |
Arcane | +97% |
Physical | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Arcane | +60% |
Physical | +60% |
Defense: Base
Armour (hardiness) | 31 (50%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 14 |
Physical Save | 47 |
Spell Save | 50 |
Mental Save | 64 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 88%( 88%) |
Arcane | + 88%( 88%) |
Cold | + 38%( 70%) |
All | 0%( 70%) |
Lightning | + 31%( 70%) |
Light | + 12%( 70%) |
Temporal | + 65%( 88%) |
Physical | + 66%( 70%) |
Mind | + 26%( 70%) |
Fire | + 33%( 70%) |
Nature | -12%( 58%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 36% |
Disarm Resistance | 29% |
Stun Resistance | 70% |
Instadeath Resistance | 100% |
Silence Resistance | 39% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 474 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 32 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -663 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 663 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 595% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 5 times. Its effects scale with your Constitution stat. |
Class Talents
Spell / Wizard Knight | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Magical Fundamentals | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Spell / Arcane Expertimentation | 1.00 |
| 3/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Spell / Dancing Weapon | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Spell / Mana Flare | 1.00 |
| 4/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Flexible Combat Training | 1.00 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Spell / Arcana | 1.00 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
The beachhead is under concentrated attack by Thaloren elves and the plants and animals of their forest. Invasion InvadedReturn at once and help fight them off! * The Thaloren are defeated and the beachhead is safe. | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * The unbound crystal beings have laid waste to Elvala. It will be easy to round up the survivors. * The Thaloren counterattack has been defeated, and the incineration of their forests is proceeding according to schedule. * The Allied Kingdom leadership is destroyed. Victory is certain. You have won the game! | done |
You were given a memory crystal to improve your skills. The Hollow CrystalBut it didn't have any memories in it. | done |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesKryl-Feijan is reborn, and has pledged to aid you. Shassy'Kaish will help you. Probably. Walrog has agreed to aid you in destroying the Allied Kingdoms. * You have found each of the old ones. | done |
Strange energies of unusual strength have been detected beneath the western sands. What Lies BeneathPerhaps they could prove useful in our struggle for revenge. Investigate. | done |
Equipment
On feet | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 216 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Light source | Dayquarry DayquarryInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 6 light Changes resistances: +6% blight Mental save: +17 (+4 eff.) Only die when reaching: -80.00 life Light radius: +4 See stealth: +5 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Twofold Crown (3 def, 6 armour) Twofold Crown (3 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +33 (+6 eff.) Physical power: +33 (+6 eff.) Armour: +6 Defense: +3 (+1 eff.) Changes resistances: +25% arcane / +25% physical Talent category bonus: +0.30 Race Stun/Freeze immunity: +50% Spellpower: +33 (+7 eff.) Mindpower: +33 (+9 eff.) Infravision radius: +5 Sight radius: +5 Greatly extends the reach of your talents. The crown of Nargol was lost long ago, so at the beginning of the Age of Ascendancy, a new crown was forged to represent the Allied Kingdoms. |
On hands | voratun gauntlets 'Kindlebait' (0 def, 7 armour) voratun gauntlets 'Kindlebait' (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +21 (+4 eff.) Armour: +7 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Damage when hit (Melee): 2 light Changes stats: +3 Dex Changes resistances: +6% light Changes resistances penetration: +5% blight Changes damage: +3% light / +9% blight Physical save: +7 (+3 eff.) Mental save: +12 (+3 eff.) Disarm immunity: +29% Maximum life: +53.00 When used to modify unarmed attacks: Base power: 35.5 - 49.7 Uses stats: 0% Cun, 0% Str, 170% Mag, 0% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +23 Armour Penetration: +15 Crit. chance: +17.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | cleansing voratun torque of psionic shield [power 155] (24/25 cooldown) cleansing voratun torque of psionic shield [power 155] (24/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 155 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | solipsist's stralite ring of warding solipsist's stralite ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +25% acid / +17% fire / +10% lightning / +19% cold Mindpower: +13 (+4 eff.) Rings make your fingers look great! |
On fingers | sneakthief's voratun ring of life sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +10 Cun / +9 Dex Life regen: +17.00 Maximum life: +90.00 Healing mod.: +20% Rings make your fingers look great! |
Around neck | Bethomina the stralite amulet Bethomina the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Damage when hit (Melee): 8 physical Changes stats: +6 Str / +8 Dex Changes resistances: +26% mind / +3% physical Confusion immunity: +36% Only die when reaching: -80.00 life Amulets make your neck look great! |
In main hand | magewarrior's short dragonbone magestaff of illumination (30-36 power, 6 apr, arcane element) magewarrior's short dragonbone magestaff of illumination (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Defense: +8 (+2 eff.) Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +22 (+5 eff.) Spell crit. chance: +8% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 152.16 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Around waist | hardened leather belt 'Unriregonarista' hardened leather belt 'Unriregonarista'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil / +5 Mag Changes resistances: +6% lightning / +6% light / +20% blight Mental save: +10 (+3 eff.) Stun/Freeze immunity: +20% Spellpower: +8 (+2 eff.) A belt that goes around your waist. |
In off hand | short dragonbone magestaff of might (30-36 power, 6 apr, arcane element) short dragonbone magestaff of might (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +18% Staves designed for wielders of magic, by the greats of the art. |
Cloak | marshal's elven-silk cloak of sorcery (3 def, 0 armour) marshal's elven-silk cloak of sorcery (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +5 Mag / +5 Wil / +6 Con Physical save: +12 (+4 eff.) Maximum life: +98.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | multi-hued drakeskin leather armour of command (34 def, 18 armour) multi-hued drakeskin leather armour of command (34 def, 18 armour)Requires: - Magic 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +34 (+9 eff.) Fatigue: +8% Changes stats: +4 Cun Changes resistances: +11% acid / +18% physical / +19% cold / +15% lightning / +16% fire Mental save: +21 (+5 eff.) Mindpower: +15 (+4 eff.) A suit of armour made of leather. |
Inventory
wild infusion of the psychic (res 32%; physical; dur 2; cd 11) wild infusion of the psychic (res 32%; physical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
grounding stralite amulet of constitution (+5) grounding stralite amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +18% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
Layywe the gold ring Layywe the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +1 Changes stats: +2 Cun / +3 Con Changes resistances: +22% nature Changes resistances penetration: +20% physical Changes damage: +11% nature Critical mult.: +15.00% Rings make your fingers look great! |
titan's gold ring of tenacity titan's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+4 eff.) Disarm immunity: +26% Pinning immunity: +24% Knockback immunity: +23% Maximum life: +21.00 Rings make your fingers look great! |
volcanic reinforced leather armour of command (19 def, 22 armour) volcanic reinforced leather armour of command (19 def, 22 armour)Requires: - Magic 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +22 Defense: +19 (+5 eff.) Fatigue: +8% Damage (Melee): 5 fire Damage (Ranged): 8 fire Changes stats: +1 Cun Changes resistances: +11% fire / +18% physical Mental save: +15 (+4 eff.) A suit of armour made of leather. |
spiritwalker's hardened leather belt of unlife spiritwalker's hardened leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% blight Mana each turn: +0.37 Maximum mana: +38.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Deepsblow the pair of hardened leather boots (0 def, 11 armour) Deepsblow the pair of hardened leather boots (0 def, 11 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Changes resistances: +8% lightning / +9% temporal / +9% blight Changes resistances penetration: +15% lightning Changes damage: +9% darkness Life regen: +4.00 Maximum life: +100.00 A pair of boots made of leather. |
voratun gauntlets 'Chillwreck' (0 def, 3 armour) voratun gauntlets 'Chillwreck' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Fatigue: +5% Damage (Melee): 15 acid Damage when hit (Melee): 10 darkness Changes stats: +9 Cun / +7 Dex Changes resistances: +10% acid / +20% darkness / +17% blight / +9% cold / +18% arcane Changes resistances penetration: +10% cold Changes damage: +11% acid / +6% fire / +18% cold Damage affinity(heal): +12% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +22 (+8 eff.) When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 0% Dex, 0% Cun, 170% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Damage (radius 2) on crit: +15 acid It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Gluna (0 def, 24 armour) Gluna (0 def, 24 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +24 Fatigue: +5% Damage when hit (Melee): 10 acid Changes resistances: +15% nature / +18% cold Allows you to breathe in: water Blindness immunity: +24% Poison immunity: +24% Pinning immunity: +24% Only die when reaching: -96.66 life A cap made of leather. |
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% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Obsidianbloom of the Blightspawn (dig speed 10 turns) Obsidianbloom of the Blightspawn (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Effects when hit in melee: * 34% chance to reduce strength, dexterity, and constitution by 35 * 49% chance to reduce damage dealt by 32% Damage when hit (Melee): 4 acid Changes stats: +3 Str / +6 Cun Changes resistances: +6% blight / +14% nature / +6% acid Changes damage: +10% nature / +6% acid Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +40.00 Maximum stamina: +25.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +2% Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Melen' (dig speed 11 turns) voratun pickaxe 'Melen' (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +18 Defense: +20 (+5 eff.) Damage when hit (Melee): 8 physical Changes stats: +3 Str Changes resistances penetration: +19% physical Changes damage: +18% arcane Mental save: +21 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +12 Only die when reaching: -93.81 life Spellpower: +20 (+4 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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 Activation costs 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. |
cleansing voratun torque of clear mind [power 4] (24/25 cooldown) cleansing voratun torque of clear mind [power 4] (24/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Hammer of Urh'Rok
The King is dead, and the Allied Kingdoms lie in ruins, thanks to your efforts.
Maj'Eyal will fall into the demons' hands. Eventually, all trace of the sher'tul will be wiped out.
You have done your duty.
You may continue playing and enjoy the rest of the world.
Achievements
By Violet the Cornac Mana Knight level 50
274th Vengeance 123rd year of Ascendancy at 02:02 see stats
By Violet the Cornac Mana Knight level 30
211st Vengeance 123rd year of Ascendancy at 08:02 see stats
By Violet the Cornac Mana Knight level 42
242nd Vengeance 123rd year of Ascendancy at 14:35 see stats
By Violet the Cornac Mana Knight level 50
292nd Vengeance 123rd year of Ascendancy at 04:56 see stats
By Violet the Cornac Mana Knight level 50
281st Vengeance 123rd year of Ascendancy at 12:08 see stats
By Violet the Cornac Mana Knight level 10
72nd Vengeance 123rd year of Ascendancy at 04:05 see stats
By Violet the Cornac Mana Knight level 20
77th Vengeance 123rd year of Ascendancy at 11:57 see stats
By Violet the Cornac Mana Knight level 30
210th Vengeance 123rd year of Ascendancy at 15:42 see stats
By Violet the Cornac Mana Knight level 40
241st Vengeance 123rd year of Ascendancy at 16:08 see stats
By Violet the Cornac Mana Knight level 50
267th Vengeance 123rd year of Ascendancy at 15:03 see stats
By Violet the Cornac Mana Knight level 43
243rd Vengeance 123rd year of Ascendancy at 04:00 see stats
By Violet the Cornac Mana Knight level 19
77th Vengeance 123rd year of Ascendancy at 11:57 see stats
By Violet the Cornac Mana Knight level 17
76th Vengeance 123rd year of Ascendancy at 09:04 see stats
By Violet the Cornac Mana Knight level 50
293rd Vengeance 123rd year of Ascendancy at 04:33 see stats
By Violet the Cornac Mana Knight level 34
211st Vengeance 123rd year of Ascendancy at 20:57 see stats
By Violet the Cornac Mana Knight level 24
86th Vengeance 123rd year of Ascendancy at 18:37 see stats
By Violet the Cornac Mana Knight level 50
274th Vengeance 123rd year of Ascendancy at 04:49 see stats
Log
Violet uses Infusion: Heroism.
Violet casts Repair Damage.
Violet's spell attains critical power!
The Hurricane around Violet dissipates.
Violet hits Linaniil, Supreme Archmage of Angolwen for 47 arcane, 47 arcane, 47 arcane, 47 arcane (189 total damage).
Violet receives 473 healing.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 20 fire damage.
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Violet for (137 flat reduction), 0 arcane (0 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Violet for (126 flat reduction), 0 fire (0 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Violet for (126 flat reduction), 0 fire (0 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Violet for (126 flat reduction), 0 fire (0 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Violet for (126 flat reduction), 0 fire (0 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Violet for (126 flat reduction), 0 fire (0 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 20 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Violet for (126 flat reduction), 0 fire (0 total damage).
Linaniil, Supreme Archmage of Angolwen casts Elemental Array Burst.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen surges with fiery power!
Elemental Surge hits Violet for (155 flat reduction), (23 shrugged off), 211 fire (211 total damage).
Linaniil, Supreme Archmage of Angolwen hits Violet for (155 flat reduction), (149 shrugged off), 1351 thaumic energy, (155 flat reduction), (6 shrugged off), 54 physical, (155 flat reduction), (48 shrugged off), 440 fire (1845 total damage).
Violet the level 50 cornac mana knight was flamed to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Linaniil, Supreme Archmage of Angolwen killed Violet!
Saving game...
Saving done.