Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Commando class 1.4.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Adventurer Buff Addon 1.4.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Gladiator 1.4.8Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Items Vault 1.4.8Donators/Buyers bonus! Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Verdant Class Pack 1.4.8Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 2750% |
| Size | medium |
| Lifes / Deaths | Killed by Emelewyn the mean looking elven guard at level 27 on the 47th Haze 122nd year of Ascendancy at 11:07 4 / 3Killed by Belyldassra the mean looking elven guard at level 28 on the 47th Haze 122nd year of Ascendancy at 21:43 Killed by Belyldassra the mean looking elven guard at level 28 on the 47th Haze 122nd year of Ascendancy at 22:25 |
Primary Stats
| Strength | 104 (base 60) |
| Dexterity | 94 (base 60) |
| Constitution | 103 (base 60) |
| Magic | 93 (base 60) |
| Willpower | 146 (base 60) |
| Cunning | 89 (base 60) |
Resources
| Life | 4583/4768 |
| Stamina | 1051/1055 |
| Equilibrium | 35 |
| Healing Factor | 1.8009890109891 |
| Regeneration | 311.30095054947 |
Speed
| Mental | +113.14117647059% |
| Attack | +63.2% |
| Movement | +341.02030667174% |
| Spell | +63.2% |
| Global | +193.02611893555% |
Vision
| Sight | 13 |
| Lite | -973 |
| Infravision | 13 |
| See Stealth | 112.94223071032 |
| See Invisible | 112.94223071032 |
| Stealth | 72.870099548775 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 403 |
| Accuracy | 96 |
| Crit Chance | 97% |
| APR | 62 |
| Speed | 0.33 |
Offense: Spell
| Spellpower | 94 |
| Crit Chance | 81% |
| Speed | 0.61274509803922 |
Offense: Mind
| Mindpower | 110 |
| Crit Chance | 75% |
| Speed | 0.61274509803922 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 98.7 (89.117647058824%) |
| Defense | 69 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 88 |
| Spell Save | 63 |
| Mental Save | 87 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 83% |
| Disarm Resistance | 91% |
| Confusion Resistance | 86% |
| Knockback Resistance | 65% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 58% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. While Heroism is active, you will only die when reaching -872 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 242 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 784 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Sniper | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Close quarters combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Subterfuge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Munitions | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Commando | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Advanced survivalism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Explosive Entrance |
| talent | Trained Reactions |
| talent | Wild Growth |
| talent | Chant of Fortress |
| talent | Concealment |
| talent | Lacerating Strikes |
| talent | Elemental Harmony |
| talent | Venomous Ammunition |
| talent | Subterfuge |
| talent | Death Grip |
| detrimental effect | The target is on fire, taking 63.99 fire damage per turn. Burning |
| beneficial effect | Increases attack speed by 17%. Bullseye |
| beneficial effect | A flow of life spins around the target, regenerating 156.84 life per turn. Regeneration |
| beneficial effect | Increases attack speed by 33%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 51%. Concealment |
| beneficial effect | The target is recovering 141 life each turn. Recovery |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Increases global speed by 54%. Elemental Harmony |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2459. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed pouch of luminous horror dust. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed vial of squid ink. * You've found the needed pouch of bone giant dust. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within6 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. | done |
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 | Daimakan the Nightobeisance (9 def, 5 armour) Daimakan the Nightobeisance (9 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -5% Changes resistances: +15% lightning / +11% temporal Changes resistances penetration: +25% blight Changes damage: +18% darkness / +6% lightning Maximum encumbrance: +36 Physical save: +12 (+2 eff.) A pair of boots made of leather. |
| Quiver | Blazejustice the quiver of dragonbone arrows (11/22, 72.5-101.5 power, 18 apr) Blazejustice the quiver of dragonbone arrows (11/22, 72.5-101.5 power, 18 apr)Requires: - Cunning 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 72.5 - 101.5 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +32 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 47% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown Damage (Ranged): +90 insidious poison / +8 temporal Burst (radius 2) on crit: +8 temporal Arrows are used with bows to pierce your foes to death. |
| Light source | dwarven lantern 'Xaba' dwarven lantern 'Xaba'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +4 Changes stats: +1 Str / +7 Wil / +3 Con Critical mult.: +20.00% Physical save: +3 (+1 eff.) Blindness immunity: +43% Confusion immunity: +26% Stamina each turn: +0.60 Light radius: +19 See stealth: +25 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+2 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Arylerewen the Blindransom [power 53] (4/15 cooldown) Arylerewen the Blindransom [power 53] (4/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +21% acid Changes resistances penetration: +15% light Changes damage: +9% light / +9% acid Light radius: +3 It can be used to teleport randomly (rad 53), putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun ring 'Scabpain' voratun ring 'Scabpain'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Fatigue: -10% Damage when hit (Melee): 16 nature Changes stats: +10 Str / +8 Mag / +12 Wil Changes resistances penetration: +15% blight Maximum encumbrance: +33 Blindness immunity: +15% Disarm immunity: +50% Pinning immunity: +50% Stun/Freeze immunity: +20% Knockback immunity: +65% Maximum life: +50.00 Spellpower: +15 (+3 eff.) Rings can have magical properties. |
| On fingers | Barunaridor BarunaridorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +21 (+2 eff.) Defense: +15 (+3 eff.) Damage when hit (Melee): 8 acid Changes stats: +15 Str / +4 Dex / +10 Con Changes resistances: +38% cold Changes damage: +19% cold Life regen: +1.70 Stamina each turn: +0.60 Maximum life: +100.00 Movement speed: +25% Healing mod.: +29% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
| Around waist | Strikewild the drakeskin leather belt Strikewild the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +16 Fatigue: -10% Changes stats: +6 Wil / +9 Mag Changes resistances: +3% lightning / +15% fire / +12% cold Maximum encumbrance: +58 Physical save: +9 (+2 eff.) Mana each turn: +0.47 Maximum mana: +58.00 Spell crit. chance: +6% A belt that goes around your waist. |
| In main hand | Thaloren-Tree Longbow Thaloren-Tree LongbowRequires: - Cunning 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
| On hands | Aerildil the drakeskin leather gloves (0 def, 3 armour) Aerildil the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 20 light / 19 arcane / 15 darkness Damage when hit (Melee): 12 mind Changes stats: +5 Str / +4 Dex / +8 Mag / +12 Wil / +5 Cun Changes resistances: +8% arcane / +15% darkness / +13% light Changes damage: +11% light / +11% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+3 eff.) Mental save: +35 (+7 eff.) Hate when firing a critical mind attack: +4.00 When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 12% chance to inflict 15% damage reduction * 47% chance to gain 10% of a turn (3/turn limit) * 15% chance to blind Damage (Melee): +8 temporal / +19 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 10 cooldown : Effective talent level: 3.9 Power cost: 10 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Galerock the drakeskin leather armour (5 def, 14 armour) Galerock the drakeskin leather armour (5 def, 14 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 light Changes stats: +6 Wil Changes resistances: +15% acid / +10% physical / +29% darkness / +30% blight / +15% cold / +9% mind / +18% lightning Changes resistances penetration: +10% lightning Changes damage: +21% lightning / +6% temporal Allows you to breathe in: water Physical save: +22 (+4 eff.) Mental save: +25 (+5 eff.) Light radius: +4 A suit of armour made of leather. |
| Cloak | Guneruidrathad the elven-silk cloak (3 def, 0 armour) Guneruidrathad the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Defense: +3 (+0 eff.) Fatigue: -10% Damage when hit (Melee): 8 blight Changes stats: +1 Mag / +4 Wil Changes resistances: +10% acid / +10% cold / +10% fire / +5% arcane / +10% lightning Changes damage: +3% arcane Critical mult.: +10.00% Spell save: +15 (+4 eff.) Mental save: +30 (+6 eff.) Mana when firing critical spell: +2.00 Maximum life: +78.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Drorador the voratun amulet Drorador the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Effects on melee hit: * 10% chance to disease Changes stats: +2 Str / +10 Dex / +1 Mag / +9 Wil / +14 Cun / +9 Con Changes resistances: +26% lightning / +9% blight Changes resistances penetration: +15% blight Physical save: +25 (+5 eff.) Spell save: +23 (+6 eff.) Mental save: +25 (+5 eff.) Stun/Freeze immunity: +50% Life regen: +1.50 Stamina each turn: +1.00 Movement speed: +10% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. acid wave rune (268 acid damage; disarm 5 turns with power 22)acid wave rune (268 acid damage; disarm 5 turns with power 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 268.14 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (734.00 temporal damage, removed from time 4 turns) Rune of the Rift (734.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Is: a spell Description: Inflicts 778.04 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 5 power out of 48/48) : Effective talent level: 5.2 Power cost: 5 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 387.30 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
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 5 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. Ebonybane (30-36 power, 6 apr, blight element)Ebonybane (30-36 power, 6 apr, blight 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 stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Effects on melee hit: * 40% chance to inflict 15% damage reduction Changes stats: +6 Wil / +5 Mag Changes resistances: +12% darkness Changes resistances penetration: +15% darkness Changes damage: +30% blight Talent granted: +1 Command Staff Spell save: +45 (+11 eff.) Mana each turn: +0.40 Maximum mana: +100.00 Maximum vim: +50.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff 'Woekiller' (30-36 power, 6 apr, darkness element)dragonbone vilestaff 'Woekiller' (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +12 darkness When wielded/worn: Physical crit. chance: +11.0% Armour: +24 Armour Hardiness: +12% Defense: +12 (+3 eff.) Changes stats: +1 Cun / +5 Wil Maximum wards: +3 darkness Changes damage: +30% darkness Talents granted: +4 Ward +1 Command Staff Critical mult.: +20.00% Physical save: +12 (+2 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Mindpower: +8 (+1 eff.) Mental crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. creative living mindstar of frost (17-18.7 power, 40 apr, mind damage)creative living mindstar of frost (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Damage when hit (Melee): 19 ice Changes stats: +8 Cun Changes resistances: +13% cold Changes resistances penetration: +19% cold Changes damage: +20% cold Critical mult.: +19.00% Mindpower: +10 (+2 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. |
This item will automatically be transmogrified when you leave the level. creative living mindstar of resolve (16.5-18.15 power, 40 apr, nature damage)creative living mindstar of resolve (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Cun / +8 Wil Critical mult.: +25.00% Physical save: +10 (+2 eff.) Mindpower: +10 (+2 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. |
This item will automatically be transmogrified when you leave the level. marauder's reinforced leather armour of cold resistance (13 def, 7 armour)marauder's reinforced leather armour of cold resistance (13 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +9 Str / +8 Dex Changes resistances: +19% cold Physical save: +17 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. voratun plate armour of temporal resistance (9 def, 16 armour)voratun plate armour of temporal resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes resistances: +30% temporal A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. polar dwarven-steel gauntlets (0 def, 2 armour)polar dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 cold Changes resistances: +8% cold Changes damage: +8% cold When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 3). Burst (radius 2) on crit: +11 ice Metal gloves protecting the hands up to the middle of the lower arm. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 jade 10 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 bloodstone 12 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal 13 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 diamond 13 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. |
9 moonstone 9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 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. |
11 pearl 11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
535 alchemist agate 535 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
57 alchemist bloodstone 57 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life When used in a prism: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 50 power out of 100/100. The very essence of bearness! |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Ulfuldil the voratun pickaxe (dig speed 6 turns) Ulfuldil the voratun pickaxe (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Str Changes resistances: +15% nature Changes resistances penetration: +23% physical Changes damage: +8% nature / +3% arcane Critical mult.: +14.00% Spellpower on spell critical (stacks up to 3 times): +10 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. voratun pickaxe of deeplife (dig speed 17 turns)voratun pickaxe of deeplife (dig speed 17 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +15% darkness Damage affinity(heal): +15% darkness Infravision radius: +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 101 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Meliac the Cornac Adventurer level 44
18th Regrowth 123rd year of Ascendancy at 00:47 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Meliac the Cornac Adventurer level 32
64th Haze 122nd year of Ascendancy at 00:19 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Meliac the Cornac Adventurer level 44
16th Regrowth 123rd year of Ascendancy at 11:59 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Meliac the Cornac Adventurer level 48
29th Regrowth 123rd year of Ascendancy at 14:40 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Meliac the Cornac Adventurer level 50
71st Regrowth 123rd year of Ascendancy at 18:53 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Meliac the Cornac Adventurer level 48
25th Regrowth 123rd year of Ascendancy at 11:14 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Meliac the Cornac Adventurer level 50
48th Pyre 123rd year of Ascendancy at 17:10 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Meliac the Cornac Adventurer level 35
78th Haze 122nd year of Ascendancy at 14:24 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Meliac the Cornac Adventurer level 15
21st Dusk 122nd year of Ascendancy at 10:16 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Meliac the Cornac Adventurer level 47
22nd Regrowth 123rd year of Ascendancy at 21:45 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Meliac the Cornac Adventurer level 33
75th Haze 122nd year of Ascendancy at 18:49 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Meliac the Cornac Adventurer level 50
49th Pyre 123rd year of Ascendancy at 13:00 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Meliac the Cornac Adventurer level 26
44th Haze 122nd year of Ascendancy at 20:16 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Meliac the Cornac Adventurer level 36
8th Decay 122nd year of Ascendancy at 19:21 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Meliac the Cornac Adventurer level 50
47th Pyre 123rd year of Ascendancy at 05:15 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Meliac the Cornac Adventurer level 45
21st Regrowth 123rd year of Ascendancy at 11:05 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 Meliac the Cornac Adventurer level 32
64th Haze 122nd year of Ascendancy at 00:26 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Meliac the Cornac Adventurer level 48
29th Regrowth 123rd year of Ascendancy at 16:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Meliac the Cornac Adventurer level 10
9th Mirth 122nd year of Ascendancy at 18:43 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Meliac the Cornac Adventurer level 20
30th Haze 122nd year of Ascendancy at 12:00 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Meliac the Cornac Adventurer level 30
48th Haze 122nd year of Ascendancy at 15:41 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Meliac the Cornac Adventurer level 40
13rd Regrowth 123rd year of Ascendancy at 07:11 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Meliac the Cornac Adventurer level 50
57th Regrowth 123rd year of Ascendancy at 04:12 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Meliac the Cornac Adventurer level 50
34th Pyre 123rd year of Ascendancy at 14:22 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Meliac the Cornac Adventurer level 50
71st Regrowth 123rd year of Ascendancy at 14:58 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Meliac the Cornac Adventurer level 50
8th Pyre 123rd year of Ascendancy at 13:43 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Meliac the Cornac Adventurer level 16
58th Dusk 122nd year of Ascendancy at 14:11 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Meliac the Cornac Adventurer level 30
49th Haze 122nd year of Ascendancy at 01:24 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Meliac the Cornac Adventurer level 31
63rd Haze 122nd year of Ascendancy at 09:29 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Meliac the Cornac Adventurer level 23
42nd Haze 122nd year of Ascendancy at 06:52 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Meliac the Cornac Adventurer level 47
22nd Regrowth 123rd year of Ascendancy at 22:32 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Meliac the Cornac Adventurer level 50
49th Pyre 123rd year of Ascendancy at 13:00 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Meliac the Cornac Adventurer level 9
9th Mirth 122nd year of Ascendancy at 00:46 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Meliac the Cornac Adventurer level 32
64th Haze 122nd year of Ascendancy at 00:19 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Meliac the Cornac Adventurer level 40
13rd Regrowth 123rd year of Ascendancy at 12:41 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Meliac the Cornac Adventurer level 15
7th Dusk 122nd year of Ascendancy at 18:28 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Meliac the Cornac Adventurer level 50
8th Pyre 123rd year of Ascendancy at 09:03 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Meliac the Cornac Adventurer level 49
49th Regrowth 123rd year of Ascendancy at 06:44 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Meliac the Cornac Adventurer level 22
35th Haze 122nd year of Ascendancy at 16:02 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Meliac the Cornac Adventurer level 15
3rd Dusk 122nd year of Ascendancy at 13:52 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Meliac the Cornac Adventurer level 44
16th Regrowth 123rd year of Ascendancy at 08:47 see stats
Log
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Adventure) difficulty)!
Meliac deactivates Explosive Entrance.
Meliac deactivates Explosive Entrance.
Meliac deactivates Concealment.
Meliac deactivates Concealment.
Meliac stops burning.
Meliac deactivates Elemental Harmony.
Meliac deactivates Elemental Harmony.
Meliac deactivates Subterfuge.
Meliac deactivates Subterfuge.
Meliac has finished recovering.
Meliac deactivates Venomous Ammunition.
Meliac deactivates Venomous Ammunition.
Meliac deactivates Lacerating Strikes.
Meliac deactivates Lacerating Strikes.
Meliac deactivates Aim.
Meliac deactivates Aim.
Meliac stops regenerating health quickly.
Meliac is less impervious to physical effects.
Meliac deactivates Trained Reactions.
Meliac deactivates Trained Reactions.
Meliac deactivates Wild Growth.
Meliac deactivates Wild Growth.
Meliac deactivates Chant of Fortress.
Meliac deactivates Chant of Fortress.
Meliac deactivates Death Grip.
Meliac deactivates Death Grip.
