











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Possessor Bonus Class 1.6.0Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 1769% |
| Size | medium |
| Lifes / Deaths | Killed by Doomed Shade of Villert at level 50 on the 3rd Decay 125th year of Ascendancy at 15:41 5 / 2Killed by Doomed Shade of Villert at level 50 on the 3rd Decay 125th year of Ascendancy at 15:47 |
Primary Stats
| Strength | 126 (base 62) |
| Dexterity | 167 (base 65) |
| Constitution | 62 (base 12) |
| Magic | 104 (base 60) |
| Willpower | 60 (base 16) |
| Cunning | 115 (base 45) |
Resources
| Life | 1606/1606 |
| Mana | 0/524 |
| Stamina | 242/242 |
| Vim | 296/296 |
| Healing Factor | 1.5262068965519 |
| Regeneration | 52.272586206901 |
Speed
| Mental | -10.000000000001% |
| Attack | 0% |
| Movement | +85% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 7 |
| Infravision | 9 |
| See Stealth | 61.29092133843 |
| See Invisible | 61.29092133843 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 346 |
| Accuracy | 96 |
| Crit Chance | 105% |
| APR | 40 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 73 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +54% |
| Arcane | +33% |
| Cold | +27% |
| All | +21% |
| Darkness | +29% |
| Light | +29% |
| Temporal | +82% |
| Physical | +70% |
| Mind | +30% |
Offense: Damage Penetration
| Lightning | +38% |
| Temporal | +55% |
| Physical | +20% |
| Cold | +33% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 60 (53.536585365854%) |
| Defense | 80 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 72 |
| Spell Save | 51 |
| Mental Save | 62 |
Defense: Resistances
| Blight | + 40%( 70%) |
| Arcane | + 42%( 70%) |
| Mind | + 61%( 70%) |
| All | + 35%( 70%) |
| Lightning | + 41%( 70%) |
| Physical | + 51%( 70%) |
| Temporal | + 57%( 70%) |
| Darkness | + 53%( 70%) |
| Cold | + 43%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Teleport Resistance | 40% |
| Disarm Resistance | 37% |
| Bleed Resistance | 100% |
| Confusion Resistance | 53% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 708 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 684.38 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 645 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 714.25 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Taint: PurgingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: 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. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Insidious Poison |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Chant of Fortress |
| talent | Concealment |
| talent | Apply Poison |
| talent | Precise Strikes |
| talent | Premonition |
| talent | Numbing Poison |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 45%. Concealment |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 |
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 unlocked the training room. * You have unlocked the hall of reflections. * 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: 2751. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism 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 Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 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 CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * 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 within4 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Boots of the Hunter (2 def, 12 armour)Requires: - Heavy 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 (+0 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 up to 5 turns (or until you perform a non-movement action) Activation costs 20 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. |
| Quiver | Porurithra the Murkblur (22/22, 186% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 186% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +33 Armour Penetration: +18 Crit. chance: +24.0% Capacity: 22 Turns elapse between self-loadings: 0 On weapon hit: * 20% chance to reduce armor by 43% * 20% chance to knock the target back 3 spaces and deal 241 physical damage On weapon crit: * Wound the target dealing 401 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 acid / +60 physical Damage (radius 2) on crit: +20 acid / +16 darkness / +12 light Arrows are used with bows to pierce your foes to death. |
| Light source | Eldritch PearlPowered 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 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 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 by 1 per turn to a maximum radius of 4, doing 45.28 cold damage and 60.61 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts 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. |
| On head | Hathusin the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes stats: +7 Str / +6 Dex / +4 Wil Changes resistances: +8% blight / +9% cold / +7% fire Changes resistances penetration: +5% temporal Changes damage: +9% mind Mental save: +8 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1288.8 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Galazilalin [power 510] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +2 Changes resistances: +9% lightning / +5% arcane / +18% darkness Spell save: +15 (+5 eff.) Cut immunity: +20% Teleport immunity: +20% Life regen: +4.00 It can be used to create a shield absorbing up to 510 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Reduce fatigue by 49% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | voratun ring 'Barkviper'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Physical power: +18 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 64% Changes stats: +9 Dex / +10 Con Changes resistances: +18% nature Changes damage: +6% cold / +8% all Physical save: +20 (+5 eff.) Life regen: +20.00 Maximum life: +99.00 Spellpower: +20 (+5 eff.) Mindpower: +20 (+5 eff.) Healing mod.: +19% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
| On fingers | ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 193.87 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 20 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
| Around waist | Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 68 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | dragonbone longbow 'Xibeth'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +30 acid Damage (radius 1) on hit: +8 temporal Damage (radius 2) on crit: +36 lightning / +68 cold When wielded/worn: Accuracy: +18 (+3 eff.) Physical crit. chance: +20.0% Effects on ranged hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +14 Str / +20 Dex / +18 Mag / +20 Wil / +20 Cun / +17 Con Changes resistances: +6% arcane / +9% temporal Changes resistances penetration: +38% lightning / +33% cold / +20% temporal Changes damage: +33% acid / +9% temporal / +12% arcane Movement speed: +75% Longbows are used to shoot arrows at your foes. |
| On hands | Emeda (0 def, 25 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +25 Fatigue: +5% Damage (Melee): 15 physical Changes stats: +5 Str / +5 Dex / +5 Cun / +6 Con Changes resistances: +4% physical / +3% cold Changes damage: +11% physical Talent cooldown: Double Strike (-1 turn) Physical save: +57 (+13 eff.) Spell save: +9 (+3 eff.) Mental save: +23 (+6 eff.) Disarm immunity: +37% Teleport immunity: +20% Maximum life: +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 30 power out of 50/50) : Effective talent level: 1.2 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
| Cloak | Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+3 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Around neck | GleamcryptPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -16% Damage when hit (Melee): 8 light / 2 temporal Changes stats: +3 Str / +10 Dex / +6 Mag / +14 Cun / +8 Con Changes resistances: +30% mind Changes resistances penetration: +10% temporal Changes damage: +8% light / +17% temporal / +8% darkness / +8% physical Confusion immunity: +43% Life regen: +10.00 Stamina each turn: +1.50 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Infravision radius: +2 Movement speed: +10% Amulets can have magical properties. |
Inventory
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 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. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) 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 (+11 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 120 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." |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
The Titan's Quiver (12/18, 174% power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 174% Range: 1.4x Uses stats: 50% Dex, 50% Mag, 70% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 110.59 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
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 Activation costs 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)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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 power out of 371/400. 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Villert the Skeleton Archer level 29
1st Allure 124th year of Ascendancy at 20:52 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Villert the Skeleton Archer level 21
3rd Mirth 123rd year of Ascendancy at 21:31 see stats
Against all odds
Killed Ukruk in the ambush.By Villert the Skeleton Archer level 28
1st Wintertide 124th year of Ascendancy at 23:35 see stats
Arachnophobia
Destroyed the spydric menace.By Villert the Skeleton Archer level 35
28th Dusk 124th year of Ascendancy at 17:54 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Villert the Skeleton Archer level 37
77th Dusk 124th year of Ascendancy at 03:42 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Villert the Skeleton Archer level 43
3rd Summertide 125th year of Ascendancy at 19:40 see stats
Brave new world
Went to the Far East and took part in the war.By Villert the Skeleton Archer level 34
23rd Dusk 124th year of Ascendancy at 10:07 see stats
Bringer of Doom
Killed a Bringer of Doom.By Villert the Skeleton Archer level 18
22nd Pyre 123rd year of Ascendancy at 18:13 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Villert the Skeleton Archer level 23
7th Haze 123rd year of Ascendancy at 23:58 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Villert the Skeleton Archer level 12
37th Haze 122nd year of Ascendancy at 07:12 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Villert the Skeleton Archer level 45
9th Haze 125th year of Ascendancy at 11:50 see stats
Destroyer of the creation
Killed Slasul.By Villert the Skeleton Archer level 36
66th Dusk 124th year of Ascendancy at 23:25 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Villert the Skeleton Archer level 34
17th Dusk 124th year of Ascendancy at 11:58 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Villert the Skeleton Archer level 39
50th Haze 124th year of Ascendancy at 19:24 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Villert the Skeleton Archer level 35
28th Dusk 124th year of Ascendancy at 06:18 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Villert the Skeleton Archer level 50
71st Regrowth 126th year of Ascendancy at 20:26 see stats
Explorer
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Villert the Skeleton Archer level 32
2nd Flare 124th year of Ascendancy at 11:57 see stats
Exterminator
Killed 1000 creatures.By Villert the Skeleton Archer level 16
10th Pyre 123rd year of Ascendancy at 16:58 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Villert the Skeleton Archer level 30
34th Regrowth 124th year of Ascendancy at 04:30 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Villert the Skeleton Archer level 50
53rd Regrowth 126th year of Ascendancy at 08:52 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Villert the Skeleton Archer level 36
66th Dusk 124th year of Ascendancy at 16:48 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Villert the Skeleton Archer level 44
5th Haze 125th year of Ascendancy at 10:37 see stats
Guiding Hand
Saved all escorted adventurers.By Villert the Skeleton Archer level 26
6th Decay 123rd year of Ascendancy at 09:49 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Villert the Skeleton Archer level 21
4th Mirth 123rd year of Ascendancy at 00:32 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Villert the Skeleton Archer level 38
77th Dusk 124th year of Ascendancy at 19:47 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Villert the Skeleton Archer level 43
3rd Haze 125th year of Ascendancy at 07:06 see stats
Level 10
Got a character to level 10.By Villert the Skeleton Archer level 10
1st Time of Equilibrium 122nd year of Ascendancy at 02:13 see stats
Level 20
Got a character to level 20.By Villert the Skeleton Archer level 20
63rd Pyre 123rd year of Ascendancy at 23:30 see stats
Level 30
Got a character to level 30.By Villert the Skeleton Archer level 30
33rd Regrowth 124th year of Ascendancy at 16:52 see stats
Level 40
Got a character to level 40.By Villert the Skeleton Archer level 40
56th Haze 124th year of Ascendancy at 00:06 see stats
Level 50
Got a character to level 50.By Villert the Skeleton Archer level 50
75th Haze 125th year of Ascendancy at 13:05 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Villert the Skeleton Archer level 29
10th Regrowth 124th year of Ascendancy at 20:14 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Villert the Skeleton Archer level 24
49th Haze 123rd year of Ascendancy at 20:14 see stats
Orcrist
Killed the leaders of the Orc Pride.By Villert the Skeleton Archer level 50
15th Regrowth 126th year of Ascendancy at 05:08 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Villert the Skeleton Archer level 50
29th Regrowth 126th year of Ascendancy at 23:11 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Villert the Skeleton Archer level 14
22nd Regrowth 123rd year of Ascendancy at 00:23 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Villert the Skeleton Archer level 29
2nd Regrowth 124th year of Ascendancy at 00:33 see stats
Size is everything
Did over 1500 damage in one attack.By Villert the Skeleton Archer level 25
3rd Decay 123rd year of Ascendancy at 06:45 see stats
Size matters
Did over 600 damage in one attack.By Villert the Skeleton Archer level 22
7th Flare 123rd year of Ascendancy at 20:27 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Villert the Skeleton Archer level 34
17th Dusk 124th year of Ascendancy at 15:09 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Villert the Skeleton Archer level 50
71st Regrowth 126th year of Ascendancy at 20:25 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Villert the Skeleton Archer level 21
3rd Mirth 123rd year of Ascendancy at 21:31 see stats
The Arena
Unlocked Arena mode.By Villert the Skeleton Archer level 12
25th Haze 122nd year of Ascendancy at 01:14 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Villert the Skeleton Archer level 21
3rd Mirth 123rd year of Ascendancy at 21:31 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Villert the Skeleton Archer level 19
44th Pyre 123rd year of Ascendancy at 08:58 see stats
The Sun Still Shines
Aeryn survived the last battle.By Villert the Skeleton Archer level 50
71st Regrowth 126th year of Ascendancy at 20:26 see stats
The bigger the better!
Did over 3000 damage in one attack.By Villert the Skeleton Archer level 42
31st Pyre 125th year of Ascendancy at 13:30 see stats
The secret city
Discovered the truth about mages.By Villert the Skeleton Archer level 10
3rd Haze 122nd year of Ascendancy at 05:47 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Villert the Skeleton Archer level 39
30th Haze 124th year of Ascendancy at 14:18 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Villert the Skeleton Archer level 19
43rd Pyre 123rd year of Ascendancy at 22:58 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Villert the Skeleton Archer level 22
1st Time of Equilibrium 123rd year of Ascendancy at 22:14 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Villert the Skeleton Archer level 15
43rd Regrowth 123rd year of Ascendancy at 02:29 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Villert the Skeleton Archer level 27
1st Wintertide 124th year of Ascendancy at 02:29 see stats
Log
Villert drops on the floor: Goedalath Rock.
Your Goedalath Rock is magically sorted by the storage room.
Villert drops on the floor: Bladed Rift.
Your Bladed Rift is magically sorted by the storage room and put in a pile with the others items of the same type.
Villert drops on the floor: Crystal Heart.
Your Crystal Heart is magically sorted by the storage room and put in a pile with the others items of the same type.
You gain 480.00 gold from the transmogrification of 24 bloodstone.
You gain 660.00 gold from the transmogrification of 33 fire opal.
Villert drops on the floor: The Guardian's Totem.
Your The Guardian's Totem is magically sorted by the storage room and put in a pile with the others items of the same type.
You gain 320.00 gold from the transmogrification of 16 diamond.
You gain 520.00 gold from the transmogrification of 26 moonstone.
You gain 480.00 gold from the transmogrification of 24 pearl.
Saving game...
Saving done.
Villert deactivates Aim.
Villert deactivates Concealment.
Villert deactivates Precise Strikes.
Villert deactivates Intuitive Shots.
Villert deactivates Numbing Poison.
Villert deactivates Chant of Fortress.
Villert deactivates Premonition.
Villert deactivates Trained Reactions.
Villert deactivates Insidious Poison.
Villert deactivates Apply Poison.

















































































