Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.3.0Combines 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: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 50 / 1129% |
Size | big |
Lifes / Deaths | Killed by Silitha the fire wyrm at level 24 on the 24th Regrowth 123rd year of Ascendancy at 04:54 1 / 6Killed by elven corruptor at level 24 on the 26th Regrowth 123rd year of Ascendancy at 06:29 Killed by skeleton warrior at level 28 on the 71st Regrowth 123rd year of Ascendancy at 00:12 Killed by Kra'Tor the Gluttonous at level 37 on the 63rd Dusk 123rd year of Ascendancy at 10:19 Killed by naga myrmidon at level 43 on the 58th Regrowth 124th year of Ascendancy at 19:14 Killed by Yvewen the orc summoner at level 46 on the 18th Pyre 124th year of Ascendancy at 06:10 |
Antimagic | Follower |
Primary Stats
Strength | 127 (base 65) |
Dexterity | 39 (base 18) |
Constitution | 77 (base 25) |
Magic | 22 (base 11) |
Willpower | 82 (base 66) |
Cunning | 97 (base 60) |
Resources
Life | 1407/1407 |
Hate | 75/100 |
Equilibrium | 65 |
Healing Factor | 1.4789551234348 |
Regeneration | 4.0671265894456 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +112.69331824576% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -7 |
Infravision | 13 |
Offense: Mainhand
Damage | 318 |
Accuracy | 68 |
Crit Chance | 56% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 77.425 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 103.64 (100%) |
Defense | 47.316666666665 |
Ranged Defense | 47.316666666665 |
Fatigue | 37 |
Physical Save | 77.34375 |
Spell Save | 48.125 |
Mental Save | 73.40625 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 25% for 5 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 589 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 217 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 241 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 22% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 4/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 2.10 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stalk |
talent | Surge |
talent | Elemental Harmony |
talent | Gloom |
talent | Wild Growth |
talent | Antimagic Shield |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved spell save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by vampire lord. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by ghoul. Escort: temporal explorer (level 2 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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: 1086. | 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. | 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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. Press to compare |
Light source | see me heal, see you die see me heal, see you dieInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+5 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to inflict damage reduction Changes stats: +12 Cun / +1 Wil Changes resistances: +6% blight / +5% arcane Reduces incoming crit damage: 5.00% Physical save: +35 (+8 eff.) Spell save: +20 (+7 eff.) Mental save: +32 (+8 eff.) Mindpower: +11 (+3 eff.) Mental crit. chance: +11% Light radius: -6 Infravision radius: +9 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent 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. The set is complete. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 5 % chance to summon an orc spirit Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. Press to compare |
Tool | quick dwarven-steel torque of psychoportation [power 28] (22 cooldown) quick dwarven-steel torque of psychoportation [power 28] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
On fingers | Ring of the Dead =Luck,die@-100,RESURRECT!= Ring of the Dead =Luck,die@-100,RESURRECT!=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. Press to compare |
On fingers | rogue's gold ring of the mountain (+15%) rogue's gold ring of the mountain (+15%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Cun Changes resistances: +15% physical Changes damage: +15% physical Rings can have magical properties. Press to compare |
Around waist | big safe belt big safe beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +12 (+2 eff.) Armour: +12 Defense: +15 (+5 eff.) Damage when hit (Melee): 8 physical Changes stats: +6 Con Changes resistances: +24% fire / +24% cold Changes damage: +12% darkness Reduces incoming crit damage: 17.00% Physical save: +25 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: +11 (+3 eff.) Mindpower: +9 (+2 eff.) Mental crit. chance: +2% Size category: +1 A belt that goes around your waist. Press to compare |
In main hand | Eksatin's Ultimatum (175% power, 25 apr) Eksatin's Ultimatum (175% power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stats: 30% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. Press to compare |
On hands | Gloves of the Firm Hand (0 def, 8 armour) =+4con,stun imm= Gloves of the Firm Hand (0 def, 8 armour) =+4con,stun imm=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. Press to compare |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.6 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 14 Armour, 21 Defense and your attacks will gain 45% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. Press to compare |
Cloak | mixed feelings (3 def, 0 armour) mixed feelings (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Changes stats: +11 Str / +16 Dex / +5 Cun / +10 Con Changes resistances: +26% blight / +3% fire / +19% nature / +18% darkness Changes resistances penetration: +10% acid Talent mastery: +0.80 Technique / Combat training Spell save: -24 (-8 eff.) Life regen: +2.50 Stamina each turn: +3.00 Mana each turn: -1.05 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Around neck | 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. The set is complete. 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 (+4 eff.) Pinning immunity: +100% Only die when reaching: -100.00 life It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.4 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 446.44 physical damage in a radius 7 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. Press to compare |
Inventory
regeneration infusion (heal 478 over 5 turns) regeneration infusion (heal 478 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 478 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion (resist 26%; cure mental) wild infusion (resist 26%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
insidious poison infusion of the sneak (41 nature damage, 20% healing reduction) insidious poison infusion of the sneak (41 nature damage, 20% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 41.42 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
heroism infusion of the titan (+17 for 10 turns, die at -695) heroism infusion of the titan (+17 for 10 turns, die at -695)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 17 for 10 turns. While Heroism is active, you will only die when reaching -695 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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. |
Withering Orbs =blind fight= Withering Orbs =blind fight=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... Press to compare |
grounding copper amulet of strength (+2) =ltng res, stun imm= grounding copper amulet of strength (+2) =ltng res, stun imm=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. Press to compare |
Earthen Beads =nat affin, heal= Earthen Beads =nat affin, heal=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 360 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. Press to compare |
Feathersteel Amulet =+mvt spd, no trap step= Feathersteel Amulet =+mvt spd, no trap step=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. Press to compare |
stabilizing steel amulet of cunning (+4) =pin,kb,temporal= stabilizing steel amulet of cunning (+4) =pin,kb,temporal=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +12% temporal Pinning immunity: +21% Knockback immunity: +24% Amulets can have magical properties. Press to compare |
starlit steel amulet starlit steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% light / +14% darkness Blindness immunity: +26% Amulets can have magical properties. Press to compare |
steel amulet 'Gethra' =blight/psn/dis prot= steel amulet 'Gethra' =blight/psn/dis prot=Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% blight / +13% nature / +6% acid Changes damage: +3% acid Poison immunity: +23% Disease immunity: +32% Amulets can have magical properties. Press to compare |
steel amulet of healing =heal= steel amulet of healing =heal=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 386 life. The life healed will increase with your Mindpower. Amulets can have magical properties. Press to compare |
Oozehack =imms= Oozehack =imms=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% fire Changes resistances penetration: +10% nature Blindness immunity: +24% Silence immunity: +15% Confusion immunity: +5% Stun/Freeze immunity: +10% Infravision radius: +5 Sight radius: +2 See invisible: +8 Amulets can have magical properties. Press to compare |
serendipitous gold amulet of vision =luck! anti-stealth= serendipitous gold amulet of vision =luck! anti-stealth=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +8 Lck Blindness immunity: +12% Infravision radius: +5 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. Press to compare |
clarifying stralite amulet of strength (+4) =conf imm= clarifying stralite amulet of strength (+4) =conf imm=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Str Changes resistances: +24% mind Confusion immunity: +35% Amulets can have magical properties. Press to compare |
voratun amulet 'Noonspiker' =blind imm= voratun amulet 'Noonspiker' =blind imm=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +26% light / +30% darkness Changes resistances penetration: +20% light Blindness immunity: +49% Light radius: +3 Amulets can have magical properties. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of nature (+20%) copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. Press to compare |
titan's gold ring of pilfering =+5con= titan's gold ring of pilfering =+5con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +10 (+3 eff.) Changes stats: +5 Con Physical save: +10 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
marksman's stralite ring of corrosion (+20%) =+5dex,acid= marksman's stralite ring of corrosion (+20%) =+5dex,acid=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. Press to compare |
sneakthief's stralite ring of life =heal mod= sneakthief's stralite ring of life =heal mod=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +7 Cun / +8 Dex Life regen: +1.30 Maximum life: +74.00 Healing mod.: +20% Rings can have magical properties. Press to compare |
Salethra the Duathelobeisance =+dex,wil,cun= Salethra the Duathelobeisance =+dex,wil,cun=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Damage when hit (Melee): 8 darkness Changes stats: +6 Dex / +6 Wil / +13 Cun Changes resistances: +15% mind / +30% cold Changes damage: +3% mind / +15% cold Mindpower: +11 (+3 eff.) Rings can have magical properties. Press to compare |
savior's voratun ring of misery savior's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +8 Cun Physical save: +14 (+3 eff.) Spell save: +16 (+5 eff.) Mental save: +15 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: 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 29%. Rings can have magical properties. Press to compare |
solipsist's voratun ring of speed solipsist's voratun ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+1 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 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 38% for 5 turns. Rings can have magical properties. Press to compare |
Awakened Staff of Absorption (172% power, 60 apr, physical element) Awakened Staff of Absorption (172% power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+22 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." Press to compare |
Summertide (17 def, 15 armour, 260 block) =100% blind imm= Summertide (17 def, 15 armour, 260 block) =100% blind imm=Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+6 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 68.19 to 85.24 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
dreamer's woollen robe of frost (+15%) (0 def, 0 armour) =lucid dreamer= dreamer's woollen robe of frost (+15%) (0 def, 0 armour) =lucid dreamer=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% cold / +12% mind / +13% darkness Changes damage: +10% cold Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +20 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
reinforced leather armour 'Rhedekhad' (4 def, 7 armour) =fire res, heal mod= reinforced leather armour 'Rhedekhad' (4 def, 7 armour) =fire res, heal mod=Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +1 Con Changes resistances: +23% acid / +23% fire Changes resistances penetration: +10% mind Reduces incoming crit damage: 5.00% Life regen: +3.00 Maximum life: +84.00 Maximum psi: +10.00 Mental crit. chance: +4% Healing mod.: +22% A suit of armour made of leather. Press to compare |
troll-hide reinforced leather armour of the deep (4 def, 10 armour) =water breathing= troll-hide reinforced leather armour of the deep (4 def, 10 armour) =water breathing=Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +5% acid / +9% cold Allows you to breathe in: water Life regen: +10.20 Healing mod.: +19% A suit of armour made of leather. Press to compare |
stralite mail armour 'Umbrasear' (4 def, 17 armour) =resists= stralite mail armour 'Umbrasear' (4 def, 17 armour) =resists=Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 light / 8 darkness Changes stats: +1 Con / +5 Wil Changes resistances: +10% acid / +12% physical / +25% darkness / +10% lightning / +26% blight / +9% cold / +8% mind / +10% fire Mental save: +22 (+6 eff.) Life regen: +0.80 Stamina each turn: +0.20 Maximum life: +10.00 Light radius: +2 A suit of armour made of mail. Press to compare |
enlightening voratun plate armour of delving (9 def, 16 armour) =phys res= enlightening voratun plate armour of delving (9 def, 16 armour) =phys res=Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +7 Str / +6 Wil / +6 Cun Changes resistances: +17% darkness / +10% physical Mental save: +15 (+4 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
fortifying voratun plate armour of Eyal (9 def, 16 armour) =heal mod, max life= fortifying voratun plate armour of Eyal (9 def, 16 armour) =heal mod, max life=Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +5 Str / +5 Con Life regen: +1.80 Maximum life: +121.00 Healing mod.: +28% A suit of armour made of metal plates. Press to compare |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Press to compare |
Rope Belt of the Thaloren =cun/wil,MP= Rope Belt of the Thaloren =cun/wil,MP=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+3 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. Press to compare |
Girdle of Preservation =20conf imm,15 all res= Girdle of Preservation =20conf imm,15 all res=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. Press to compare |
murderer's cashmere cloak of Iron Throne (2 def, 0 armour) =+1-2stats= murderer's cashmere cloak of Iron Throne (2 def, 0 armour) =+1-2stats=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +1 Str / +2 Dex / +1 Cun / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
restorative cashmere cloak of Iron Throne (2 def, 0 armour) restorative cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +12% nature / +13% blight Life regen: +1.00 Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
thick cashmere cloak of Eldoral (2 def, 7 armour) =+2dex= thick cashmere cloak of Eldoral (2 def, 7 armour) =+2dex=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Cloth of Dreams (10 def, 0 armour) =lucid drm= Cloth of Dreams (10 def, 0 armour) =lucid drm=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 75 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. Press to compare |
Xeba the Vilereeve (3 def, 12 armour) =Cold res, bonuses= Xeba the Vilereeve (3 def, 12 armour) =Cold res, bonuses=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Armour: +12 Defense: +3 (+1 eff.) Changes stats: +5 Str / +4 Dex / +2 Mag / +5 Cun / +6 Con Changes resistances: +30% cold Changes damage: +9% nature Physical save: +11 (+3 eff.) Spell save: +12 (+4 eff.) Mana each turn: +0.12 Maximum life: +94.00 Spellpower: +4 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
grounding pair of hardened leather boots of evasion (13 def, 3 armour) grounding pair of hardened leather boots of evasion (13 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+4 eff.) Fatigue: +3% Changes resistances: +7% lightning / +7% temporal It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 34% chance to completely evade them and granting you 35 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
Boots of the Hunter (2 def, 12 armour) =movt,stun imm,cursed boos= Boots of the Hunter (2 def, 12 armour) =movt,stun imm,cursed boos=Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. Press to compare |
restful rough leather gloves of dexterity (+3) (0 def, 1 armour) =+3dex= restful rough leather gloves of dexterity (+3) (0 def, 1 armour) =+3dex=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Changes stats: +3 Dex Life regen: +1.30 Stamina each turn: +0.50 Maximum stamina: +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
steady iron gauntlets (0 def, 1 armour) =disarm imm= steady iron gauntlets (0 def, 1 armour) =disarm imm=Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Physical save: +5 (+1 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +21% Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
scouring dwarven-steel gauntlets (0 def, 2 armour) =anti-mage= scouring dwarven-steel gauntlets (0 def, 2 armour) =anti-mage=Requires: - Talent Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects when hit in melee: * 20% chance to reduce powers by 20% * 16 arcane resource burn Spell save: +11 (+4 eff.) Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
grounding cashmere wizard hat of fire (+7%) (2 def, 0 armour) =Fire resist= grounding cashmere wizard hat of fire (+7%) (2 def, 0 armour) =Fire resist=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +7% lightning / +19% fire / +5% temporal Changes damage: +13% fire A pointy cloth hat, very wizardly... Press to compare |
Emelyvea (0 def, 3 armour) =see dragon= Emelyvea (0 def, 3 armour) =see dragon=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 temporal Changes stats: +5 Str / +3 Mag Changes damage: +6% temporal Grants telepathy: Dragon A cap made of leather. Press to compare |
Eye of the Forest (8 def, 0 armour) =total blind imm= Eye of the Forest (8 def, 0 armour) =total blind imm=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. Press to compare |
Omniscience (7 def, 0 armour) =see area= Omniscience (7 def, 0 armour) =see area=Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." Press to compare |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Petrified Wood =+25con!= Petrified Wood =+25con!=Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Gunugar the Magmabane =saves,temporal= Gunugar the Magmabane =saves,temporal=Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +5 Wil Changes resistances: +12% temporal / +3% fire Changes resistances penetration: +10% fire / +10% temporal Changes damage: +8% mind / +3% temporal Physical save: +21 (+5 eff.) Spell save: +16 (+5 eff.) Mental save: +11 (+3 eff.) Light radius: +3 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Ivuldanor the Blastward =see dragon= Ivuldanor the Blastward =see dragon=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Mag Changes resistances penetration: +5% lightning Changes damage: +3% lightning Grants telepathy: Dragon Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
preserving dwarven lantern of health =+3con= preserving dwarven lantern of health =+3con=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% blight Life regen: +5.30 Maximum life: +61.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
Eldritch Pearl =arcane= Eldritch Pearl =arcane=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+6 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 12.17 cold damage and 18.08 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. Press to compare |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (136 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Dagorach the dwarven-steel pickaxe (dig speed 24 turns) =+1-3stats,+mvt,see orc= Dagorach the dwarven-steel pickaxe (dig speed 24 turns) =+1-3stats,+mvt,see orc=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Str / +3 Dex / +1 Wil / +1 Cun / +2 Con Grants telepathy: Humanoid/Orc Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Fortune's Eye =track,luck,saves= Fortune's Eye =track,luck,saves=Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." Press to compare |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 308.16 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
iron torque of charged psionic shield 'Chargethorn' [power 27] (20 cooldown) iron torque of charged psionic shield 'Chargethorn' [power 27] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 12 nature Changes resistances penetration: +10% lightning Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 27 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Telekinetic Core =pull= Telekinetic Core =pull=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 147 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. Press to compare |
steel torque of thermal psionic shield [power 43] (20 cooldown) steel torque of thermal psionic shield [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
stralite torque of kinetic psionic shield [power 97] (20 cooldown) stralite torque of kinetic psionic shield [power 97] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 97 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By CaCeCiCoCu the Cornac Cursed level 33
4th Mirth 123rd year of Ascendancy at 16:55 see stats
By CaCeCiCoCu the Cornac Cursed level 48
57th Pyre 124th year of Ascendancy at 04:17 see stats
By CaCeCiCoCu the Cornac Cursed level 33
79th Pyre 123rd year of Ascendancy at 06:14 see stats
By CaCeCiCoCu the Cornac Cursed level 14
65th Haze 122nd year of Ascendancy at 04:45 see stats
By CaCeCiCoCu the Cornac Cursed level 37
50th Dusk 123rd year of Ascendancy at 02:11 see stats
By CaCeCiCoCu the Cornac Cursed level 43
43rd Regrowth 124th year of Ascendancy at 16:52 see stats
By CaCeCiCoCu the Cornac Cursed level 36
47th Dusk 123rd year of Ascendancy at 08:00 see stats
By CaCeCiCoCu the Cornac Cursed level 21
15th Regrowth 123rd year of Ascendancy at 20:49 see stats
By CaCeCiCoCu the Cornac Cursed level 10
62nd Dusk 122nd year of Ascendancy at 18:56 see stats
By CaCeCiCoCu the Cornac Cursed level 44
77th Regrowth 124th year of Ascendancy at 16:44 see stats
By CaCeCiCoCu the Cornac Cursed level 43
59th Regrowth 124th year of Ascendancy at 00:32 see stats
By CaCeCiCoCu the Cornac Cursed level 35
44th Dusk 123rd year of Ascendancy at 08:57 see stats
By CaCeCiCoCu the Cornac Cursed level 43
54th Regrowth 124th year of Ascendancy at 08:13 see stats
By CaCeCiCoCu the Cornac Cursed level 26
56th Regrowth 123rd year of Ascendancy at 18:54 see stats
By CaCeCiCoCu the Cornac Cursed level 50
3rd Dusk 124th year of Ascendancy at 10:54 see stats
By CaCeCiCoCu the Cornac Cursed level 19
9th Decay 122nd year of Ascendancy at 19:23 see stats
By CaCeCiCoCu the Cornac Cursed level 19
1st Wintertide 123rd year of Ascendancy at 14:04 see stats
By CaCeCiCoCu the Cornac Cursed level 48
57th Pyre 124th year of Ascendancy at 14:18 see stats
By CaCeCiCoCu the Cornac Cursed level 50
1st Mirth 124th year of Ascendancy at 20:10 see stats
By CaCeCiCoCu the Cornac Cursed level 44
59th Regrowth 124th year of Ascendancy at 07:47 see stats
By CaCeCiCoCu the Cornac Cursed level 26
38th Regrowth 123rd year of Ascendancy at 14:43 see stats
By CaCeCiCoCu the Cornac Cursed level 47
54th Pyre 124th year of Ascendancy at 18:28 see stats
By CaCeCiCoCu the Cornac Cursed level 10
62nd Dusk 122nd year of Ascendancy at 18:55 see stats
By CaCeCiCoCu the Cornac Cursed level 20
1st Wintertide 123rd year of Ascendancy at 14:04 see stats
By CaCeCiCoCu the Cornac Cursed level 30
57th Pyre 123rd year of Ascendancy at 14:32 see stats
By CaCeCiCoCu the Cornac Cursed level 40
8th Decay 123rd year of Ascendancy at 17:37 see stats
By CaCeCiCoCu the Cornac Cursed level 50
70th Pyre 124th year of Ascendancy at 07:21 see stats
By CaCeCiCoCu the Cornac Cursed level 26
43rd Regrowth 123rd year of Ascendancy at 18:03 see stats
By CaCeCiCoCu the Cornac Cursed level 49
67th Pyre 124th year of Ascendancy at 07:29 see stats
By CaCeCiCoCu the Cornac Cursed level 50
3rd Dusk 124th year of Ascendancy at 10:52 see stats
By CaCeCiCoCu the Cornac Cursed level 50
71st Pyre 124th year of Ascendancy at 16:19 see stats
By CaCeCiCoCu the Cornac Cursed level 19
10th Decay 122nd year of Ascendancy at 08:23 see stats
By CaCeCiCoCu the Cornac Cursed level 25
29th Regrowth 123rd year of Ascendancy at 01:41 see stats
By CaCeCiCoCu the Cornac Cursed level 40
8th Allure 124th year of Ascendancy at 12:30 see stats
By CaCeCiCoCu the Cornac Cursed level 31
75th Pyre 123rd year of Ascendancy at 18:05 see stats
By CaCeCiCoCu the Cornac Cursed level 35
44th Dusk 123rd year of Ascendancy at 10:21 see stats
By CaCeCiCoCu the Cornac Cursed level 9
57th Dusk 122nd year of Ascendancy at 15:56 see stats
By CaCeCiCoCu the Cornac Cursed level 47
27th Pyre 124th year of Ascendancy at 08:50 see stats
By CaCeCiCoCu the Cornac Cursed level 35
21st Dusk 123rd year of Ascendancy at 05:38 see stats
By CaCeCiCoCu the Cornac Cursed level 50
3rd Dusk 124th year of Ascendancy at 10:54 see stats
By CaCeCiCoCu the Cornac Cursed level 5
79th Pyre 122nd year of Ascendancy at 21:41 see stats
By CaCeCiCoCu the Cornac Cursed level 50
71st Pyre 124th year of Ascendancy at 07:52 see stats
By CaCeCiCoCu the Cornac Cursed level 38
49th Haze 123rd year of Ascendancy at 00:45 see stats
By CaCeCiCoCu the Cornac Cursed level 35
20th Dusk 123rd year of Ascendancy at 15:29 see stats
By CaCeCiCoCu the Cornac Cursed level 29
76th Regrowth 123rd year of Ascendancy at 10:08 see stats
By CaCeCiCoCu the Cornac Cursed level 18
75th Haze 122nd year of Ascendancy at 19:28 see stats
By CaCeCiCoCu the Cornac Cursed level 32
78th Pyre 123rd year of Ascendancy at 10:10 see stats
Log
Talent Antimagic Shield is ready to use.
Talent Sudden Growth is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
Today is the 20th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 08:15.
There is a Hidden compound here (press '' or right click to use).
Ran for 9 turns (stop reason: at exit).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
CaCeCiCoCu activates Antimagic Shield.
There is a Hidden compound here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 21st Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:50.
Saving done.
Today is the 22nd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
There is a Golem Graveyard here (press '' or right click to use).
CaCeCiCoCu deactivates Stalk.
CaCeCiCoCu deactivates Antimagic Shield.
CaCeCiCoCu deactivates Wild Growth.
CaCeCiCoCu deactivates Surge.
CaCeCiCoCu deactivates Elemental Harmony.
CaCeCiCoCu deactivates Gloom.