Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.2 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. Items Vault 1.3.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Shalore |
Class | Arcane Blade |
Level / Exp | 50 / 2754% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 18 on the 10th Haze 122nd year of Ascendancy at 20:44 / 1 |
Primary Stats
Strength | 70 (base 11) |
Dexterity | 77.520885479238 (base 62) |
Constitution | 67 (base 14) |
Magic | 116 (base 65) |
Willpower | 84 (base 32) |
Cunning | 144 (base 65) |
Resources
Mana | 719/719 |
Equilibrium | 20 |
Life | 1351/1351 |
Positive | 173/197 |
Stamina | 362/362 |
Healing Factor | 1.5000000000003 |
Regeneration | 16.875000000003 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +64.181053734% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 7 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 77 |
Accuracy | 59 |
Crit Chance | 140% |
APR | 21 |
Speed | 1.11 |
Offense: Offhand
Damage | 36 |
Accuracy | 59 |
Crit Chance | 150% |
APR | 24 |
Speed | 1.11 |
Offense: Spell
Spellpower | 92.507075151339 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 74.35 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 95.192895286962 (100%) |
Defense | 30.816154958865 |
Ranged Defense | 45.138186033304 |
Fatigue | 0 |
Physical Save | 60.175 |
Spell Save | 57.249999999997 |
Mental Save | 66.887499999998 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 5% |
Confusion Resistance | 10% |
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 668% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 12 turns. While Heroism is active, you will only die when reaching -1164 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1651% for 10 turns and instantly restoring 83 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Air | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Earth | 1.40 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Stone | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Aegis | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Fiery Hands |
talent | Arcane Shield |
talent | Crystalline Focus |
talent | Arcane Combat |
talent | Precise Strikes |
talent | Feather Wind |
talent | Shock Hands |
talent | Stone Skin |
talent | Shielding |
talent | Elemental Harmony |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You abandoned injured seer to death. Escort: injured seer (level 3 of Dreadfell) | failed |
You abandoned injured seer to death. Escort: injured seer (level 4 of Old Forest) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You abandoned lost anorithil to death. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 1 of Heart of the Gloom) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 1790. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. 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 Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. 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 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 |
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 within1 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 to join the slavers and take part in their game. You won the ring of blood! You 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) =imp= Boots of the Hunter (2 def, 12 armour) =imp=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 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 19 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 | Wintertide Phial =imp= Wintertide Phial =imp=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | elven-silk wizard hat 'Coalnaught' (3 def, 0 armour) elven-silk wizard hat 'Coalnaught' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +3 (+2 eff.) Changes stats: +1 Str / +7 Mag / +7 Wil / +20 Cun / +1 Con Changes resistances: +3% darkness Changes damage: +15% physical Mental save: +29 (+7 eff.) Life regen: +6.00 Spellpower: +6 (+1 eff.) Healing mod.: +20% Damage Shield Power: +12% A pointy cloth hat, very wizardly... |
On hands | Lisagavena the voratun gauntlets (0 def, 23 armour) Lisagavena the voratun gauntlets (0 def, 23 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +23 Armour Hardiness: +15% Damage (Melee): 40 darkness Changes stats: +5 Dex / +18 Con Changes resistances: +30% darkness / +11% physical Changes resistances penetration: +10% mind Changes damage: +19% darkness Critical mult.: +13.00% Spell crit. chance: +20% Mental crit. chance: +20% Infravision radius: +1 When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +24.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 40% chance to cause random gloom * 27% chance to inflict damage reduction Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Spidershaper (dig speed 9 turns) =20cd= Spidershaper (dig speed 9 turns) =20cd=Powered by arcane forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +22.0% Effects on melee hit: * Slows global speed by 47% Changes stats: +23 Str / +20 Wil / +2 Cun Changes resistances penetration: +10% nature Lowers spell cool-downs by: 20% Mindpower: +14 (+4 eff.) Mental crit. chance: +32% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Windborne Azurite ring =imp= Windborne Azurite ring =imp=0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Rings can have magical properties. |
On fingers | pixie's voratun ring of misery pixie's voratun ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +18 Cun / +7 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 Spellpower: +15 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Around neck | voratun amulet 'Shockjeer' voratun amulet 'Shockjeer'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: -19% Effects on melee hit: * 30% chance to daze Changes stats: +4 Str / +15 Dex / +5 Mag / +19 Cun / +16 Con Reduces incoming crit damage: 5.00% Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Life regen: +3.00 Stamina each turn: +2.90 Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Movement speed: +20% Amulets can have magical properties. |
In main hand | shibarisrodofpower (30-36 power, 6 apr, physical element) shibarisrodofpower (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +10.0% Physical power: +11 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +7 Con Changes resistances: +12% acid Changes damage: +30% physical Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +6 (+2 eff.) Mental save: +12 (+3 eff.) Stun/Freeze immunity: +10% Life regen: +2.00 Mana each turn: +0.35 Only die when reaching: -60.00 life Maximum mana: +95.00 Spellpower: +35 (+7 eff.) Spell crit. chance: +24% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
Around waist | Chamolarak the drakeskin leather belt Chamolarak the drakeskin leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +7 Mag / +6 Wil Changes resistances: +5% arcane Critical mult.: +29.00% Physical save: +29 (+7 eff.) Maximum mana: +60.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +6% Mindpower: +23 (+6 eff.) A belt that goes around your waist. |
In off hand | Mercy (35-45.5 power, 9 apr) =imp= Mercy (35-45.5 power, 9 apr) =imp=Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Cloak | Wrap of Stone (0 def, 10 armour) =wall= Wrap of Stone (0 def, 10 armour) =wall=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 35 power out of 60/60) : Effective talent level: 1.4 Power cost: 35 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 274.59 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | Belarann (9 def, 16 armour) =spellpower= Belarann (9 def, 16 armour) =spellpower=Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+6 eff.) Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Damage (Melee): 22 acid / 21 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +16 Str / +1 Dex / +9 Mag / +8 Wil / +6 Con Changes resistances: +32% lightning / +14% physical / +9% light / +35% fire / +24% cold / +42% acid Talent cooldown: Rush (-5 turns) Cut immunity: +5% Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +40% Spellpower: +14 (+3 eff.) Spell crit. chance: +10% Mindpower: +24 (+6 eff.) Mental crit. chance: +10% A suit of armour made of metal plates. |
Inventory
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. |
Cyrenne the voratun amulet =acc= Cyrenne the voratun amulet =acc=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +20 (+10 eff.) Changes stats: +20 Lck / +1 Wil Changes resistances penetration: +20% mind Maximum mana: +20.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +1% Mindpower: +4 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
voratun amulet 'Eclipsewolf' voratun amulet 'Eclipsewolf'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 darkness / 16 fire Changes stats: +6 Wil Changes resistances: +9% mind / +9% darkness Changes resistances penetration: +15% darkness / +5% fire Changes damage: +15% blight / +21% fire / +6% mind Critical mult.: +18.00% Mental save: +15 (+4 eff.) Confusion immunity: +25% Teleport immunity: +50% Spellpower: +15 (+3 eff.) Mindpower: +15 (+4 eff.) It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
Hettofang the Glitterjeer =18str= Hettofang the Glitterjeer =18str=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +22 (+6 eff.) Changes stats: +18 Str / +13 Con Changes resistances: +6% cold / +28% nature / +6% temporal Changes damage: +14% nature Light radius: +3 Rings can have magical properties. |
conjurer's voratun ring of speed conjurer's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +12 (+6 eff.) Changes stats: +8 Mag / +8 Wil Spellpower: +15 (+3 eff.) Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.4 Power cost: 24 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 41% for 5 turns. Rings can have magical properties. |
sneakthief's voratun ring of blinding strikes sneakthief's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Effects on melee hit: * 35% chance to blind Effects on ranged hit: * 35% chance to blind Changes stats: +10 Cun / +10 Dex Rings can have magical properties. |
steel ring 'Zoruigrim' =5wil= steel ring 'Zoruigrim' =5wil=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes damage: +3% arcane Critical mult.: +10.00% Spell crit. chance: +2% Mindpower: +9 (+2 eff.) Mental crit. chance: +2% Rings can have magical properties. |
voratun ring 'Abysswreath' =acc= voratun ring 'Abysswreath' =acc=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +10 Cun / +10 Dex Changes resistances: +6% arcane Changes resistances penetration: +5% acid / +5% fire Spell save: +10 (+3 eff.) Poison immunity: +20% Disease immunity: +10% Rings can have magical properties. |
Life Drinker (42-54.6 power, 11 apr) =imp= Life Drinker (42-54.6 power, 11 apr) =imp=Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 21.14 acid and 21.14 blight damage. If not cleared after five turns it will inflict 120.05 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Spelldrinker (27-35.1 power, 8 apr) =imp= Spelldrinker (27-35.1 power, 8 apr) =imp=Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Goregasher (16.5-18.15 power, 40 apr, nature damage) =wall= Goregasher (16.5-18.15 power, 40 apr, nature damage) =wall=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +12 physical When wielded/worn: Physical power: +2 (+0 eff.) Damage when hit (Melee): 17 physical Changes resistances: +19% darkness / +15% physical Changes resistances penetration: +20% physical / +20% darkness / +10% nature Changes damage: +20% darkness / +20% physical Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +25% Life regen: +1.80 Maximum life: +50.00 Maximum stamina: +20.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 23 of target armor and 11% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skullcleaver (20-28 power, 4 apr) =imp= Skullcleaver (20-28 power, 4 apr) =imp=Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Girdle of the Calm Waters =30hm= Girdle of the Calm Waters =30hm=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
skylord's drakeskin leather belt of recklessness skylord's drakeskin leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Changes stats: +5 Str / +7 Dex / +5 Wil / +3 Cun Critical mult.: +13.00% Physical save: +18 (+4 eff.) Spell save: +17 (+5 eff.) Mental save: +18 (+4 eff.) A belt that goes around your waist. |
Hurohor the Dourparry (4 def, 14 armour) =10cd= Hurohor the Dourparry (4 def, 14 armour) =10cd=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +4% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 blight Changes stats: +6 Mag Changes damage: +3% darkness Spell save: +3 (+1 eff.) Cut immunity: +5% Stun/Freeze immunity: +10% Lowers spell cool-downs by: 10% Infravision radius: +2 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's rough leather gloves of dispersion (0 def, 1 armour) =disp= alchemist's rough leather gloves of dispersion (0 def, 1 armour) =disp=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 acid / 3 lightning / 3 fire / 5 arcane / 3 cold Changes stats: +6 Mag / +6 Wil Changes resistances: +3% arcane When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +6 ice / +4 lightning / +4 fire / +4 arcane / +6 acid It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Baneg the dwarven-steel helm (0 def, 4 armour) =ar= Baneg the dwarven-steel helm (0 def, 4 armour) =ar=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +4 Fatigue: +4% Effects on melee hit: * 30 arcane resource burn Physical save: +19 (+5 eff.) Life regen: +0.20 Maximum stamina: +15.00 Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cuthysafast the elven-silk wizard hat (3 def, 0 armour) Cuthysafast the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances penetration: +15% arcane Critical mult.: +15.00% Spell save: +6 (+2 eff.) Mana each turn: +0.40 Equilibrium when hit: +3.00 Psi when hit: +3.00 Hate when hit: +3.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +12% Infravision radius: +5 See stealth: +25 See invisible: +25 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 82%, and attempts to push all creatures other then yourself out of its radius, inflicting 17.61 light damage and 20.73 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Decayed Visage (0 def, 0 armour) =vimsense= Decayed Visage (0 def, 0 armour) =vimsense=Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness / 10 vim draining blight Changes stats: +5 Wil / +5 Mag Changes resistances: +7% blight / +10% darkness Changes damage: +16% blight / +10% arcane Reduces incoming crit damage: 10.00% Spell save: +9 (+3 eff.) Mental save: +8 (+2 eff.) Psi when hit: +0.16 Maximum vim: +25.00 Spell crit. chance: +3% Mental crit. chance: +1% It can be used to activate talent Vimsense (costing 15 power out of 45/45) : Effective talent level: 2.0 Power cost: 15 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 32%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Shadesquall (2 def, 0 armour) =manareg= Shadesquall (2 def, 0 armour) =manareg=Powered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +16% physical / +24% nature / +9% darkness Changes damage: +16% nature / +16% physical Mana each turn: +1.98 Mana when hit: +1.50 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +82.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +1% Light radius: +3 See invisible: +6 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 19 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour) =eye= aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour) =eye=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Mag / +7 Con Changes damage: +12% arcane Life regen: +3.50 Damage Shield Power: +11% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
fearwoven cashmere wizard hat of earthrunes (2 def, 4 armour) =wall= fearwoven cashmere wizard hat of earthrunes (2 def, 4 armour) =wall=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +4 Con Changes resistances: +14% darkness / +14% physical Changes damage: +14% darkness / +14% physical Maximum hate: +11.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Stone Wall, placing all other charms into a 47 cooldown : Effective talent level: 1.4 Power cost: 47 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 274.59 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
voratun plate armour 'Emelinn' (9 def, 16 armour) =track= voratun plate armour 'Emelinn' (9 def, 16 armour) =track=Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Damage (Melee): 20 acid / 23 fire Damage when hit (Melee): 14 acid / 16 fire Changes stats: +15 Str / +4 Wil / +6 Con Changes resistances: +33% acid / +25% physical / +16% darkness / +41% fire / +11% lightning / +13% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +35% Stun/Freeze immunity: +32% Knockback immunity: +32% Light radius: +1 See invisible: +12 It can be used to activate talent Track, 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: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
voratun plate armour 'Obsidianmire' (9 def, 16 armour) =track= voratun plate armour 'Obsidianmire' (9 def, 16 armour) =track=Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Damage when hit (Melee): 12 darkness Changes stats: +15 Str / +3 Con Changes resistances: +42% acid / +25% physical / +35% darkness / +15% lightning / +6% blight / +15% fire / +12% mind / +15% cold Changes damage: +9% darkness / +6% mind Talent cooldown: Rush (-5 turns) Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +36% Light radius: +2 It can be used to activate talent Track, 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: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
voratun plate armour 'Searschism' (26 def, 45 armour) =armour= voratun plate armour 'Searschism' (26 def, 45 armour) =armour=Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +45 Defense: +26 (+12 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +26% Changes stats: +6 Str / +6 Cun / +6 Con Changes resistances: +15% acid / +16% physical / +13% lightning / +15% fire / +13% cold / +5% arcane / +18% temporal Talent cooldown: Rush (-5 turns) Mental save: +25 (+6 eff.) Disarm immunity: +40% Stun/Freeze immunity: +38% Knockback immunity: +40% A suit of armour made of metal plates. |
Gita the voratun shield (12 def, 3 armour, 189.5 block) Gita the voratun shield (12 def, 3 armour, 189.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 19 temporal Changes resistances: +20% temporal / +29% cold Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes resistances penetration: +10% acid Talents granted: +1 Ward +5 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 18 cooldown : Effective talent level: 5.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (595) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Relgudur' (dig speed 14 turns) =dragon/orc= voratun pickaxe 'Relgudur' (dig speed 14 turns) =dragon/orc=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +10 Str / +4 Mag / +7 Wil / +1 Cun Grants telepathy: Dragon Humanoid/Orc Maximum mana: +34.00 Spell crit. chance: +8% Mental crit. chance: +9% Infravision radius: +2 See invisible: +18 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë =sum= Mummified Egg-sac of Ungolë =sum=Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 47 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ethereal brass lantern of corpselight =undead/water= ethereal brass lantern of corpselight =undead/water=Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% blight / +6% darkness Spellpower: +11 (+2 eff.) Spell crit. chance: +3% Light radius: +4 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 28 blight damage or heals 39 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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 6 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 Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 118 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
quiet stralite torque of clear mind [power 4] (6 cooldown) =mind= quiet stralite torque of clear mind [power 4] (6 cooldown) =mind=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of cure ailments 'Bleak's kiss' [power 5] (6 cooldown) =poi/dis/equireg= dragonbone totem of cure ailments 'Bleak's kiss' [power 5] (6 cooldown) =poi/dis/equireg=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 darkness / 4 fire Changes resistances: +6% blight Changes resistances penetration: +10% darkness / +10% fire Changes damage: +9% blight Talent granted: +5 Rushing Claws It can be used to remove up to 5 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 200% chance to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
rushing dragonbone totem of thorny skin [power 90] (12 cooldown) =thorny= rushing dragonbone totem of thorny skin [power 90] (12 cooldown) =thorny=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +3 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
tentacled dragonbone totem of cure ailments [power 4] (6 cooldown) tentacled dragonbone totem of cure ailments [power 4] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By SHIBARIXMEX the Shalore Arcane Blade level 35
6th Regrowth 124th year of Ascendancy at 01:27 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 28
41st Pyre 123rd year of Ascendancy at 16:00 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 34
3rd Regrowth 124th year of Ascendancy at 08:48 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 45
53rd Haze 124th year of Ascendancy at 19:43 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 50
39th Pyre 126th year of Ascendancy at 11:46 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 40
76th Pyre 124th year of Ascendancy at 23:05 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 10
3rd Flare 122nd year of Ascendancy at 04:34 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 43
7th Haze 124th year of Ascendancy at 14:33 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 38
72nd Pyre 124th year of Ascendancy at 09:13 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 42
73rd Dusk 124th year of Ascendancy at 08:03 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 50
28th Pyre 126th year of Ascendancy at 16:49 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 23
28th Regrowth 123rd year of Ascendancy at 03:19 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 27
34th Pyre 123rd year of Ascendancy at 10:16 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 10
3rd Flare 122nd year of Ascendancy at 04:34 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 26
9th Pyre 123rd year of Ascendancy at 11:54 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 50
69th Regrowth 126th year of Ascendancy at 22:33 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 43
9th Haze 124th year of Ascendancy at 16:58 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 28
41st Pyre 123rd year of Ascendancy at 16:25 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 50
29th Haze 125th year of Ascendancy at 09:25 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 10
3rd Flare 122nd year of Ascendancy at 04:34 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 20
13rd Haze 122nd year of Ascendancy at 20:14 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 30
53rd Dusk 123rd year of Ascendancy at 02:23 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 40
74th Pyre 124th year of Ascendancy at 14:57 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 50
68th Dusk 125th year of Ascendancy at 14:47 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 50
48th Pyre 126th year of Ascendancy at 22:05 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 50
12nd Regrowth 126th year of Ascendancy at 21:05 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 50
69th Regrowth 126th year of Ascendancy at 07:24 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 50
28th Pyre 126th year of Ascendancy at 16:48 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 50
46th Regrowth 126th year of Ascendancy at 19:43 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 22
8th Allure 123rd year of Ascendancy at 17:45 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 29
51st Dusk 123rd year of Ascendancy at 10:23 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 10
20th Dusk 122nd year of Ascendancy at 13:45 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 39
73rd Pyre 124th year of Ascendancy at 08:53 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 28
41st Pyre 123rd year of Ascendancy at 16:00 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 10
20th Dusk 122nd year of Ascendancy at 13:54 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 28
41st Pyre 123rd year of Ascendancy at 16:00 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 42
1st Time of Equilibrium 124th year of Ascendancy at 07:03 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 10
17th Dusk 122nd year of Ascendancy at 21:25 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 22
43rd Haze 122nd year of Ascendancy at 17:15 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 45
57th Regrowth 125th year of Ascendancy at 18:55 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 25
54th Regrowth 123rd year of Ascendancy at 18:00 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 27
34th Pyre 123rd year of Ascendancy at 10:17 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 19
11st Haze 122nd year of Ascendancy at 23:26 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 18
10th Haze 122nd year of Ascendancy at 20:44 see stats
By SHIBARIXMEX the Shalore Arcane Blade level 34
10th Allure 124th year of Ascendancy at 18:22 see stats
Log
Rested for 77 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
SHIBARIXMEX picks up (n.): Guseta the dragonbone starstaff (42-50.4 power, 6 apr, physical element).
There is a portal back here (press '' or right click to use).
Ran for 6 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You gain 6.00 gold from the transmogrification of rejuvenating iron plate armour (3 def, 7 armour).
You gain 25.00 gold from the transmogrification of Guseta the dragonbone starstaff (42-50.4 power, 6 apr, physical element).
You gain 1.15 gold from the transmogrification of teleportation rune of the duelist (range 180).
You gain 1.23 gold from the transmogrification of healing infusion of the sneak (heal 423).
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
SHIBARIXMEX deactivates Arcane Combat.
SHIBARIXMEX deactivates Arcane Feed.
SHIBARIXMEX deactivates Fiery Hands.
SHIBARIXMEX deactivates Precise Strikes.
SHIBARIXMEX deactivates Crystalline Focus.
SHIBARIXMEX deactivates Arcane Shield.
SHIBARIXMEX deactivates Stone Skin.
SHIBARIXMEX deactivates Feather Wind.
SHIBARIXMEX deactivates Shock Hands.
SHIBARIXMEX deactivates Elemental Harmony.
SHIBARIXMEX deactivates Shielding.