









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Items Vault 1.7.6Donators/Buyers bonus! OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: OldRPG Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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:
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: OldRPG Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game OldRPG Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 43 / 55% |
| Size | big |
| Lifes / Deaths | Killed by Islolle the greater gwelgoroth at level 21 on the 26th Dusk 123rd year of Ascendancy at 15:15 1 / 6Killed by elven cultist at level 25 on the 15th Haze 123rd year of Ascendancy at 04:27 Killed by Belowyn the mean looking elven guard at level 25 on the 15th Haze 123rd year of Ascendancy at 08:29 Killed by master vampire at level 29 on the 36th Haze 123rd year of Ascendancy at 05:03 Killed by Celia at level 31 on the 40th Haze 123rd year of Ascendancy at 05:13 Killed by Warmaster Gnarg at level 36 on the 1st Time of Balance 124th year of Ascendancy at 19:10 |
| Antimagic | Follower |
Primary Stats
| Strength | 93 (base 50) |
| Dexterity | 73 (base 66) |
| Constitution | 84 (base 22) |
| Magic | 13 (base 13) |
| Willpower | 47 (base 10) |
| Cunning | 71 (base 57) |
Resources
| Life | 1468/1468 |
| Stamina | 288/288 |
| Equilibrium | 30 |
| Healing Factor | 1.557682368262 |
| Regeneration | 14.811144521975 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 44.058027722065 |
| See Invisible | 45.058027722065 |
Offense: Barehand
| Damage | 146 |
| Accuracy | 61 |
| Crit Chance | 49% |
| APR | 15 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Acid | +22% |
| Light | +14% |
| Darkness | +13% |
| Mind | +20% |
| Physical | +22% |
| Fire | +23% |
| All | +8% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +10% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 49 (44.574340358689%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 8.1710401681608 |
| Physical Save | 57 |
| Spell Save | 43 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 30%( 70%) |
| Mind | + 15%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 25%( 70%) |
| Physical | + 30%( 70%) |
| Fire | + 58%( 70%) |
| Cold | + 23%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
| Poison Resistance | 20% |
| Confusion Resistance | 19% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 626 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower 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 619% 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. |
| 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 endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -542 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 542 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 Cunning stat. |
Class Talents
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.10 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Antimagic Shield |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 20% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by mountain troll thunderer. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | 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 Constitution by +5. | done |
You failed to protect the repented thief from death by minotaur. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning by +5. | 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 |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | 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 Possessed. | 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: 697. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 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 within3 lumberjacks have died. | 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 your homeland 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 | dreamer's pair of dwarven-steel boots of massiveness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Str +4 Wil +4 Cun +5 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +4 Fatigue +3% Phys.save +8 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | heroic voratun gauntlets of war-making (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +7% Mind.crit +10% Crit.mult +10.00% ----- def ----- Armour +8 Fatigue +5% Mind.save +8 (+3 eff.) Max.HP +62.00 Unarmed combat: Power 39.5 - 55.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +16.0% Atk.spd 100% On Hit: 10% Battle Shout 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 56% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 35 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | marksman's steel ring of life0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Max.HP +48.00 HP.reg +5.00 Heal.mod +12% Rings make your fingers look great! |
| On fingers | gold amber ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +7 Con dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Phys.pwr +11 (+2 eff.) Dmg.mod +14% acid +15% fire +3% light +8% all Res.pen +20% physical ----- def ----- Armour +4 Resists +28% acid +30% fire Phys.save +9 (+3 eff.) Rings make your fingers look great! |
| Around neck | Umbrapiety the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Con +4 Wil dps ---------- Phys.pwr +9 (+2 eff.) Mind.pwr +9 (+3 eff.) Phys.spd +10% Dmg.mod +12% mind +7% physical Res.pen +5% darkness +10% mind ----- def ----- Resists +3% mind Mind.save +9 (+3 eff.) Confus- +19% Amulets make your neck look great! |
| Main armor | Belolekira the Boltstoker (9 def, 15 armour)9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Melee+ 8 fire Ranged+ 5 fire Dmg.mod +12% lightning +3% light Melee Ret 8 lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +15 Defense +9 (+3 eff.) Fatigue +8% Resists +19% physical +22% fire +12% cold ---------- misc Light +2 A suit of armour made of leather. |
| Light source | Issetogas2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +2 Dex dps ---------- Crit.mult +5.00% ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.04 Light +3 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | shadow cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +5% darkness Res.pen +5% darkness ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness Phys.save +7 (+2 eff.) Mind.save +11 (+4 eff.) Stealth +10 Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Firesun1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +7 (+2 eff.) Resists +9% acid +1% physical Phys.save +15 (+4 eff.) Spell.save +6 (+2 eff.) Die.at -40.00 life Poison- +20% Pinning- +10% A belt that goes around your waist. |
Inventory
Rune of the Rift (338.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 365.04 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
savior's steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +13 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +12 (+4 eff.) Blind- +10% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
savior's gold amulet of murder0.1 T3 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +14.00% Acc +7 (+2 eff.) Apr +12 ----- def ----- Phys.save +13 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +16 (+5 eff.) Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 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. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
titan's gold ring of misery0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Cun +6 Con dps ---------- Melee+ 13 physical Ranged+ 12 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 29 On Hit (Ranged): * 12% chance to reduce all saves and defense by 29 ----- def ----- Phys.save +12 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Belakira the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Cun dps ---------- Res.pen +15% mind Melee Ret 8 mind ----- def ----- Resists +6% darkness +5% arcane +15% nature Phys.save +10 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +14 (+5 eff.) Rings make your fingers look great! |
stralite amber ring0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +7 Cun +6 Mag dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Spell.pwr +9 (+4 eff.) Dmg.mod +8% all Rings make your fingers look great! |
Sewerbile (9 def, 16 armour)9.0 T2 light armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% Melee+ 6 fire Ranged+ 5 fire Dmg.mod +3% physical Res.pen +20% nature Acc +5 (+2 eff.) ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +7% Resists +10% blight +12% fire +13% nature +11% physical A suit of armour made of leather. |
troll-hide reinforced leather armour of stability (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +7% physical Phys.save +14 (+4 eff.) Max.HP +42.00 HP.reg +4.40 Heal.mod +14% A suit of armour made of leather. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Eremerechik (0 def, 9 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +6 Str +4 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +9 Resists +8% lightning +11% temporal +2% physical A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Arenor the Brandfury (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +12% arcane +15% mind Res.pen +15% mind Melee Ret 10 fire ----- def ----- Armour +3 Resists +5% arcane +12% mind Unarmed combat: Power 35.5 - 39.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Darkspar (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +12% blight +9% darkness Res.pen +20% blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Resists +15% temporal Unarmed combat: Power 32.5 - 35.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Splendourwither' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +4 Dex +2 Cun dps ---------- Dmg.mod +6% acid +9% temporal +9% light Res.pen +10% light ----- def ----- Armour +3 Fatigue +5% Resists +12% light +3% acid Phys.save +14 (+4 eff.) ---------- misc Light +2 Cooldown Double Strike -1 Unarmed combat: Power 27.5 - 38.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +13 Apr +15 Crit +19.0% Atk.spd 100% On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 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. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
55 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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 iron torque of mindblast [power 105] (11 cooldown)2.0 T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 126 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
focusing ash totem of healing [power 200] (11 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 11 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of healing [power 356] (14 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 356 Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of healing [power 362] (14 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 362 Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged elven-wood totem of healing [power 452] (14 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 452 Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
Corrupted heart of the Sandworm Queen0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Sakura the Cornac Brawler level 31
38th Haze 123rd year of Ascendancy at 20:13 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sakura the Cornac Brawler level 24
78th Dusk 123rd year of Ascendancy at 07:14 see stats
Against all odds
Killed Ukruk in the ambush.By Sakura the Cornac Brawler level 30
36th Haze 123rd year of Ascendancy at 19:34 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Sakura the Cornac Brawler level 20
9th Dusk 123rd year of Ascendancy at 17:51 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Sakura the Cornac Brawler level 43
14th Haze 124th year of Ascendancy at 14:22 see stats
Brave new world
Went to the Far East and took part in the war.By Sakura the Cornac Brawler level 36
10th Decay 123rd year of Ascendancy at 19:04 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Sakura the Cornac Brawler level 12
2nd Wintertide 123rd year of Ascendancy at 15:36 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Sakura the Cornac Brawler level 35
6th Decay 123rd year of Ascendancy at 11:40 see stats
Earth Master
Killed Harkor'Zun.By Sakura the Cornac Brawler level 21
27th Dusk 123rd year of Ascendancy at 08:50 see stats
Exterminator
Killed 1000 creatures.By Sakura the Cornac Brawler level 19
72nd Regrowth 123rd year of Ascendancy at 04:53 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sakura the Cornac Brawler level 22
37th Dusk 123rd year of Ascendancy at 20:32 see stats
Fear me not!
Survived the Fearscape!By Sakura the Cornac Brawler level 36
7th Decay 123rd year of Ascendancy at 19:52 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sakura the Cornac Brawler level 24
78th Dusk 123rd year of Ascendancy at 08:14 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Sakura the Cornac Brawler level 31
44th Haze 123rd year of Ascendancy at 06:47 see stats
Level 10
Got a character to level 10.By Sakura the Cornac Brawler level 10
49th Haze 122nd year of Ascendancy at 14:16 see stats
Level 20
Got a character to level 20.By Sakura the Cornac Brawler level 20
72nd Regrowth 123rd year of Ascendancy at 20:50 see stats
Level 30
Got a character to level 30.By Sakura the Cornac Brawler level 30
36th Haze 123rd year of Ascendancy at 07:32 see stats
Level 40
Got a character to level 40.By Sakura the Cornac Brawler level 40
14th Dusk 124th year of Ascendancy at 00:45 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Sakura the Cornac Brawler level 26
18th Haze 123rd year of Ascendancy at 04:13 see stats
Size is everything
Did over 1500 damage in one attack.By Sakura the Cornac Brawler level 31
44th Haze 123rd year of Ascendancy at 05:24 see stats
Size matters
Did over 600 damage in one attack.By Sakura the Cornac Brawler level 21
27th Dusk 123rd year of Ascendancy at 16:04 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Sakura the Cornac Brawler level 35
6th Decay 123rd year of Ascendancy at 17:53 see stats
The Arena
Unlocked Arena mode.By Sakura the Cornac Brawler level 10
50th Haze 122nd year of Ascendancy at 11:06 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Sakura the Cornac Brawler level 24
78th Dusk 123rd year of Ascendancy at 07:14 see stats
The Rat Lich
Killed the terrible Rat Lich.By Sakura the Cornac Brawler level 20
24th Dusk 123rd year of Ascendancy at 20:40 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Sakura the Cornac Brawler level 39
13rd Dusk 124th year of Ascendancy at 20:17 see stats
The secret city
Discovered the truth about mages.By Sakura the Cornac Brawler level 6
45th Haze 122nd year of Ascendancy at 03:59 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Sakura the Cornac Brawler level 37
66th Pyre 124th year of Ascendancy at 13:12 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Sakura the Cornac Brawler level 27
30th Haze 123rd year of Ascendancy at 01:20 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sakura the Cornac Brawler level 19
71st Regrowth 123rd year of Ascendancy at 07:12 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Sakura the Cornac Brawler level 29
36th Haze 123rd year of Ascendancy at 07:32 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Sakura the Cornac Brawler level 40
28th Dusk 124th year of Ascendancy at 13:20 see stats

















































































































