Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Halfling |
Class | Wyrmic |
Level / Exp | 50 / 648% |
Size | small |
Lifes / Deaths | Killed by Doinn the human at level 11 on the 18th Dusk 122nd year of Ascendancy at 07:13 0 / 8Killed by elven tempest at level 24 on the 43rd Regrowth 123rd year of Ascendancy at 06:41 Killed by will o' the wisp at level 25 on the 64th Regrowth 123rd year of Ascendancy at 15:36 Killed by Elatta the weaver young at level 32 on the 46th Pyre 123rd year of Ascendancy at 13:05 Killed by Doomed Shade of Tiani at level 44 on the 65th Haze 123rd year of Ascendancy at 23:58 Killed by Elandar at level 49 on the 6th Pyre 124th year of Ascendancy at 23:40 Killed by Elandar at level 49 on the 7th Pyre 124th year of Ascendancy at 00:58 Killed by Elandar at level 49 on the 7th Pyre 124th year of Ascendancy at 02:03 |
Antimagic | Follower |
Primary Stats
Strength | 89 (base 61) |
Dexterity | 50 (base 27) |
Constitution | 54 (base 37) |
Magic | 23 (base 12) |
Willpower | 99 (base 60) |
Cunning | 91 (base 39) |
Resources
Life | 1566/1566 |
Equilibrium | 45 |
Stamina | 510/510 |
Psi | 209/209 |
Healing Factor | 1.22 |
Regeneration | 99.5764 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 19 |
See Invisible | 30 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 192 |
Accuracy | 62 |
Crit Chance | 68% |
APR | 46 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 21.5 |
Crit Chance | 52% |
Speed | 1 |
Offense: Mind
Mindpower | 70.8 |
Crit Chance | 62% |
Speed | 1 |
Offense: Damage Bonus
Mind | +32% |
Lightning | +17% |
Light | +22% |
Acid | +17% |
Fire | +27% |
Physical | +35% |
Cold | +17% |
All | +7% |
Offense: Damage Penetration
Lightning | +20% |
Light | +10% |
Mind | +20% |
Acid | +20% |
Physical | +25% |
Fire | +30% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 77.65 (86.818181818182%) |
Defense | 56 |
Ranged Defense | 62.75 |
Fatigue | 25 |
Physical Save | 79.85625 |
Spell Save | 79.89375 |
Mental Save | 75.71875 |
Defense: Resistances
Acid | + 61%( 75%) |
Blight | + 54%( 75%) |
Physical | + 68%( 75%) |
Cold | + 58%( 75%) |
All | + 22%( 75%) |
Mind | + 31%( 75%) |
Lightning | + 54%( 75%) |
Light | + 54%( 75%) |
Temporal | + 34%( 75%) |
Darkness | + 50%( 75%) |
Arcane | + 30%( 75%) |
Fire | + 63%( 75%) |
Nature | + 59%( 75%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 95% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 569 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 10 turns. Also while Heroism is active, you will only die when reaching -876 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 15% for 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.40 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Wild Growth |
talent | Antimagic Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 75.92 life per turn. Regeneration |
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 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 Ungolรซ 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 Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Lisabeth the snow giant boulder thrower. Escort: lost sun paladin (level 1 of Daikara) | failed |
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 Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Willpower 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. 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 |
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 unlocked the training room. * 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: 976. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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 sided with Ukllmswwik and killed Slasul. | 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 | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)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 Armour: +12 Defense: +2 Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 29 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. |
Light source | Glimmerwedge the dwarven lantern Glimmerwedge the dwarven lanternInfused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +28 Changes stats: +1 Cun Damage when the wearer is hit: 4 light Changes resistances: +3% darkness / +6% light Changes damage: +3% mind Physical save: +32 Spell save: +40 Mental save: +43 Mental crit. chance: +1% Light radius: +4 See stealth: +19 See invisible: +25 Life regen bonus (wilder-summons): +3.00 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +7 Str / +10 Wil / +7 Cun / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 It can be used to activate talent Indomitable (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
On hands | Ivimigatira (4 def, 9 armour) Ivimigatira (4 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Armour: +9 Defense: +4 Ranged Defense: +6 Critical mult.: +31.00% Stun/Freeze immunity: +5% Spell crit. chance: +19% Mental crit. chance: +18% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | quiet dwarven-steel torque of psychoportation [power 36] (27 cooldown) quiet dwarven-steel torque of psychoportation [power 36] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 36), placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Archery prowess +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Grappling +0.30 Technique / Combat veteran +0.30 Technique / Archery excellence +0.30 Technique / Shield defense +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Dual techniques +0.30 Technique / Unarmed training +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around neck | ROWR! ROWR!Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +8 Defense: +12 Changes stats: +7 Cun Changes resistances: +15% physical / +9% cold / +6% nature / +9% blight / +3% darkness Changes resistances cap: +5% all Changes resistances penetration: +10% mind / +5% physical Changes damage: +7% mind Physical save: +52 Spell save: +24 Mental save: +25 Stamina each turn: +1.20 Stamina when hit: +2.20 Mana when hit: +4.40 Equilibrium when hit: +2.28 Psi when hit: +2.00 Hate when hit: +0.20 Mental crit. chance: +3% It can be used to forces nearby enemies to attack you (rad 15), placing all other charms into a 14 cooldown. Amulets can have magical properties. |
In main hand | Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +10% physical / +10% arcane / +15% fire / +15% cold / +15% lightning / +15% acid / +15% nature / +15% blight / +15% light / +15% darkness / +15% temporal Physical save: +15 Spell save: +15 Mental save: +15 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. |
In off hand | Summertide (17 def, 5 armour, 52 dam, 260 block) Summertide (17 def, 5 armour, 52 dam, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +260 Special effect when this weapon hits: releases a burst of light Damage when this weapon hits: +20 blinding When wielded/worn: Armour: +5 Defense: +17 Ranged Defense: +17 Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +20% light / +15% darkness / +10% fire Changes resistances penetration: +10% mind / +10% light / +10% fire Changes damage: +15% mind / +15% light / +10% fire Talent granted: +5 Block Mental save: +18 Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 Light radius: +3 It can be used to send out a beam of light, costing 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | restorative elven-silk cloak of mindcraft (3 def, 0 armour) restorative elven-silk cloak of mindcraft (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Cun / +4 Wil Changes resistances: +17% nature / +17% blight Life regen: +2.20 Mental crit. chance: +7% 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. |
Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% physical / +20% fire / +20% cold / +20% lightning / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
heroism infusion (+5 for 8 turns, die at -549) heroism infusion (+5 for 8 turns, die at -549)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 Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 8 turns. Also while Heroism is active, you will only die when reaching -549 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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. |
movement infusion of the titan (893% speed; 6 turns) movement infusion of the titan (893% speed; 6 turns)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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 893% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion of the psychic (heal 397 over 5 turns) regeneration infusion of the psychic (heal 397 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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 397 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 602 over 5 turns) regeneration infusion of the psychic (heal 602 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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 602 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 16%; cure mental) wild infusion of the titan (resist 16%; 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: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 16% for 4 turns. 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. |
controlled phase door rune of the psychic (range 15) controlled phase door rune of the psychic (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Earthen Beads Earthen BeadsInfused 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 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 36 power out of 40/40) : Effective talent level: 2.4 Power cost: 36 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 363 (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 the Age of Dusk, in an attempt to enhance their connection with Nature. |
Neruldathra NeruldathraInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +5 Str / +8 Dex / +6 Wil Changes resistances: +3% fire / +22% cold / +12% acid / +3% blight Changes resistances penetration: +5% acid Allows you to breathe in: water Life regen: +3.30 Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
savior's gold amulet savior's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +15 Spell save: +14 Mental save: +16 Amulets can have magical properties. |
serendipitous stralite amulet serendipitous stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +5 Defense: +10 Changes stats: +11 Lck Amulets can have magical properties. |
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 9 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% It can be used to activate talent Bind (costing 23 power out of 28/28) : Effective talent level: 2.0 Power cost: 23 out of 28/28. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 6 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Shadenaught the voratun ring Shadenaught the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 Changes stats: +4 Con Damage when the wearer is hit: 4 darkness Changes resistances: +5% arcane / +3% fire / +6% light / +3% temporal Changes damage: +8% all Spellpower: +20 Mindpower: +20 See invisible: +6 Rings can have magical properties. |
treant's voratun ring of speed treant's voratun ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Defense: +10 Changes resistances: +11% nature Physical save: +14 Poison immunity: +17% Disease immunity: +17% Movement speed: +15% It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 5.2 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's steel ring of perseverance warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Stun/Freeze immunity: +23% Life regen: +1.10 Rings can have magical properties. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 20% Wil, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: torments the target with many mental effects Special effect when this weapon kills: reduces loss of mental save When wielded/worn: Changes damage: +8% mind Mental save: -30 Mindpower: +9 The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
slime-covered voratun longsword of gravity (40.5-56.7 power, 6 apr) slime-covered voratun longsword of gravity (40.5-56.7 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +11 nature slow / +16 gravity When wielded/worn: Changes damage: +11% physical Sharp, long, and deadly. |
quick voratun mace of gravity (46.5-65.1 power, 6 apr) quick voratun mace of gravity (46.5-65.1 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +9 gravity When wielded/worn: Accuracy: +10 Changes stats: +3 Dex Changes damage: +12% physical Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 178 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 tarnishment. 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." |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 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 36 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
balancing drakeskin leather belt of recklessness balancing drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Physical power: +5 Changes stats: +4 Cun / +4 Dex Critical mult.: +9.00% Mental crit. chance: +12% A belt that goes around your waist. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 8 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
enveloping cashmere cloak of the hunt (12 def, 0 armour) enveloping cashmere cloak of the hunt (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 Defense: +12 Fatigue: -7% Physical save: +8 Maximum life: +75.00 It can be used to activate talent Blinding Speed, placing all other charms into a 41 cooldown : Effective talent level: 5.2 Power cost: 41 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layathra the Dimhunger (18 def, 15 armour) Layathra the Dimhunger (18 def, 15 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +18 Fatigue: +5% Changes resistances: +12% mind Changes resistances penetration: +5% darkness Changes damage: +6% mind / +3% darkness Physical save: +11 Spell save: +13 Mental save: +10 Infravision radius: +3 It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 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 36 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
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 Armour: +20 Armour Hardiness: +20% Defense: +8 Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% physical / +15% acid 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. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 Spell save: +15 Mindpower: +12 Mental crit. chance: +5% Light radius: +1 It can be used to destroy magic in a radius 5 cone, costing 89 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. You feel proud of having fulfilled this ancient duty. |
champion's drakeskin leather cap of the bounder (0 def, 5 armour) champion's drakeskin leather cap of the bounder (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +12 Str / +8 Dex / +6 Wil Mental save: +14 Light radius: +1 A cap made of leather. |
dragonslayer's dwarven-steel helm of the bounder (0 def, 4 armour) dragonslayer's dwarven-steel helm of the bounder (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str / +6 Dex Changes resistances: +9% fire / +7% cold / +8% lightning / +8% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Lisorerin' (0 def, 3 armour) hardened leather cap 'Lisorerin' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Wil Damage when the wearer hits(melee): 2 acid Damage when the wearer is hit: 4 acid Changes resistances: +14% blight Changes resistances penetration: +15% blight Changes damage: +6% blight Mental save: +10 A cap made of leather. |
Plate Armor of the King (15 def, 20 armour) Plate Armor of the King (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +26% Changes stats: +9 Wil Changes resistances: +10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness Physical save: +15 Spell save: +25 Mental save: +25 Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
wintry voratun shield of purity (12 def, 3 armour, 67 dam, 191 block) wintry voratun shield of purity (12 def, 3 armour, 67 dam, 191 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +5.0% Block value: +191 Damage when this weapon hits: +16 cold When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +3 Wil Damage when the wearer is hit: 16 cold Changes resistances: +20% cold / +17% nature / +16% blight Talent granted: +5 Block Handheld deflection devices |
44 alchemist agate 44 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Saleralle the Shadowravager (dig speed 6 turns) Saleralle the Shadowravager (dig speed 6 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +6 Str / +3 Con Damage when the wearer hits(melee): 10 darkness Changes resistances: +6% mind / +14% darkness / +8% fire Changes damage: +6% mind Maximum life: +32.00 Maximum stamina: +25.00 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Roar-light Roar-lightCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Mag / +1 Cun / +4 Con Damage when the wearer hits(melee): 29 dreamforge Damage when the wearer is hit: 30 dreamforge Changes resistances: +9% mind / +3% lightning / +10% fire Changes resistances penetration: +10% light Mental save: +15 Light radius: +13 See stealth: +19 See invisible: +24 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 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. |
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. |
Atamathon's Lost Ruby Eye 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. |
14 bloodstone 14 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2) Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 power out of 260/400. 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, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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 is 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. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
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 a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
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 Tiani the Halfling Wyrmic level 30
1st Time of Balance 123rd year of Ascendancy at 18:56 see stats
By Tiani the Halfling Wyrmic level 19
68th Haze 122nd year of Ascendancy at 14:22 see stats
By Tiani the Halfling Wyrmic level 29
79th Regrowth 123rd year of Ascendancy at 23:46 see stats
By Tiani the Halfling Wyrmic level 16
9th Haze 122nd year of Ascendancy at 14:42 see stats
By Tiani the Halfling Wyrmic level 32
48th Pyre 123rd year of Ascendancy at 04:29 see stats
By Tiani the Halfling Wyrmic level 39
1st Time of Equilibrium 123rd year of Ascendancy at 19:59 see stats
By Tiani the Halfling Wyrmic level 32
42nd Pyre 123rd year of Ascendancy at 06:49 see stats
By Tiani the Halfling Wyrmic level 20
5th Decay 122nd year of Ascendancy at 13:58 see stats
By Tiani the Halfling Wyrmic level 44
66th Haze 123rd year of Ascendancy at 00:58 see stats
By Tiani the Halfling Wyrmic level 8
2nd Flare 122nd year of Ascendancy at 01:18 see stats
By Tiani the Halfling Wyrmic level 33
64th Pyre 123rd year of Ascendancy at 01:48 see stats
By Tiani the Halfling Wyrmic level 31
9th Pyre 123rd year of Ascendancy at 15:06 see stats
By Tiani the Halfling Wyrmic level 46
1st Regrowth 124th year of Ascendancy at 01:17 see stats
By Tiani the Halfling Wyrmic level 50
7th Pyre 124th year of Ascendancy at 07:33 see stats
By Tiani the Halfling Wyrmic level 15
2nd Haze 122nd year of Ascendancy at 21:06 see stats
By Tiani the Halfling Wyrmic level 24
37th Regrowth 123rd year of Ascendancy at 10:48 see stats
By Tiani the Halfling Wyrmic level 25
64th Regrowth 123rd year of Ascendancy at 07:59 see stats
By Tiani the Halfling Wyrmic level 46
47th Regrowth 124th year of Ascendancy at 08:25 see stats
By Tiani the Halfling Wyrmic level 42
54th Haze 123rd year of Ascendancy at 22:31 see stats
By Tiani the Halfling Wyrmic level 19
68th Haze 122nd year of Ascendancy at 10:21 see stats
By Tiani the Halfling Wyrmic level 42
51st Haze 123rd year of Ascendancy at 17:05 see stats
By Tiani the Halfling Wyrmic level 10
8th Dusk 122nd year of Ascendancy at 20:16 see stats
By Tiani the Halfling Wyrmic level 20
5th Decay 122nd year of Ascendancy at 01:34 see stats
By Tiani the Halfling Wyrmic level 30
79th Regrowth 123rd year of Ascendancy at 23:46 see stats
By Tiani the Halfling Wyrmic level 40
12nd Haze 123rd year of Ascendancy at 00:05 see stats
By Tiani the Halfling Wyrmic level 50
7th Pyre 124th year of Ascendancy at 03:44 see stats
By Tiani the Halfling Wyrmic level 25
62nd Regrowth 123rd year of Ascendancy at 22:31 see stats
By Tiani the Halfling Wyrmic level 46
10th Allure 124th year of Ascendancy at 15:30 see stats
By Tiani the Halfling Wyrmic level 41
44th Haze 123rd year of Ascendancy at 17:11 see stats
By Tiani the Halfling Wyrmic level 18
48th Haze 122nd year of Ascendancy at 16:31 see stats
By Tiani the Halfling Wyrmic level 25
44th Regrowth 123rd year of Ascendancy at 17:24 see stats
By Tiani the Halfling Wyrmic level 47
78th Regrowth 124th year of Ascendancy at 19:35 see stats
By Tiani the Halfling Wyrmic level 30
5th Pyre 123rd year of Ascendancy at 22:17 see stats
By Tiani the Halfling Wyrmic level 31
38th Pyre 123rd year of Ascendancy at 20:36 see stats
By Tiani the Halfling Wyrmic level 50
7th Pyre 124th year of Ascendancy at 07:31 see stats
By Tiani the Halfling Wyrmic level 49
6th Pyre 124th year of Ascendancy at 23:35 see stats
By Tiani the Halfling Wyrmic level 5
78th Pyre 122nd year of Ascendancy at 20:36 see stats
By Tiani the Halfling Wyrmic level 19
68th Haze 122nd year of Ascendancy at 14:22 see stats
By Tiani the Halfling Wyrmic level 37
46th Dusk 123rd year of Ascendancy at 04:48 see stats
By Tiani the Halfling Wyrmic level 20
4th Allure 123rd year of Ascendancy at 17:14 see stats
By Tiani the Halfling Wyrmic level 50
7th Pyre 124th year of Ascendancy at 07:33 see stats
By Tiani the Halfling Wyrmic level 11
20th Dusk 122nd year of Ascendancy at 05:50 see stats
By Tiani the Halfling Wyrmic level 35
5th Dusk 123rd year of Ascendancy at 03:17 see stats
By Tiani the Halfling Wyrmic level 20
4th Allure 123rd year of Ascendancy at 01:38 see stats
By Tiani the Halfling Wyrmic level 28
78th Regrowth 123rd year of Ascendancy at 15:43 see stats
By Tiani the Halfling Wyrmic level 18
58th Haze 122nd year of Ascendancy at 15:40 see stats
By Tiani the Halfling Wyrmic level 49
7th Pyre 124th year of Ascendancy at 02:03 see stats
By Tiani the Halfling Wyrmic level 28
79th Regrowth 123rd year of Ascendancy at 08:31 see stats
Log
Tiani stops regenerating health quickly.
Tiani uses Infusion: Regeneration.
Tiani starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Saving done.
Space around you starts to dissolve...
Tiani stops regenerating health quickly.
Tiani uses Infusion: Regeneration.
Tiani starts regenerating health quickly.
Resting starts...
Talent Infusion: Regeneration is ready to use.
Tiani stops regenerating health quickly.
Tiani uses Infusion: Regeneration.
Tiani starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Tiani stops regenerating health quickly.
Tiani uses Infusion: Regeneration.
Tiani starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Tiani stops regenerating health quickly.
Tiani uses Infusion: Regeneration.
Tiani starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
You are yanked out of this place!
Rested for 40 turns (stop reason: saving).
There is a teleportation circle to the surface 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.