











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Necromancer |
Level / Exp | 50 / 19318% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 42 (base 12) |
Dexterity | 67 (base 37) |
Constitution | 79 (base 63) |
Magic | 120 (base 60) |
Willpower | 51 (base 17) |
Cunning | 94 (base 60) |
Resources
Life | 852/852 |
Mana | 398/398 |
Soul | 13/14 |
Healing Factor | 1.9168020097747 |
Regeneration | 0.47920050244368 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +122% |
Vision
Sight | 13 |
Lite | 14.511409973216 |
Infravision | 10 |
See Stealth | 82.855842579174 |
See Invisible | 96.855842579176 |
ESP Range | 10 |
ESP Kinds | undead, demon/minor, animal/canine, demon/major |
Offense: Mainhand
Damage | 103 |
Accuracy | 57 |
Crit Chance | 57% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 57 |
Crit Chance | 62% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 88 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Acid | +60% |
Blight | +44% |
Arcane | +62% |
Cold | +81% |
All | +38% |
Physical | +320% |
Lightning | +68% |
Light | +61% |
Temporal | +64% |
Mind | +70% |
Darkness | +79% |
Fire | +100% |
Nature | +48% |
Offense: Damage Penetration
Darkness | +15% |
Blight | +25% |
Physical | +44% |
Fire | +111% |
All | 0% |
Defense: Base
Armour (hardiness) | 83.806298880564 (79.130591091414%) |
Defense | 80 |
Ranged Defense | 78 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 60 |
Mental Save | 42 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 69%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 52%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 69%( 70%) |
Light | + 57%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Stun Resistance | 100% |
Confusion Resistance | 10% |
Pinning Resistance | 20% |
Disarm Resistance | 10% |
Poison Resistance | 0% |
Blind Resistance | 72% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 10 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 235 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 858% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Reaping |
talent | Suffer For Me |
talent | Aura of Undeath |
talent | Defensive Posture |
talent | Grim Shadow |
talent | Premonition |
talent | Hiemal Shield |
detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Gena the white wolf. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | 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 |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
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 |
Proceed directly to the next Infinite Dungeon level in less than 119 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 76): Rush Hour (119)Turns left: 7 You completed the challenge and received: Random Artifact: Prismdredge (0 def, 22 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 77): Near SightedYou completed the challenge and received: Random Artifact: Dourwreck (16-26 power, 1 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 140 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 79): Rush Hour (140)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 82): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 83): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 84): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 86): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 87): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 88): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 380 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 90): Rush Hour (380)Turns left: 23 You completed the challenge and received: Random Artifact: Quenchkiss (20-24 power, 4 apr, cold element) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 91): Pacifist | failed |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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 Shade. | 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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 15891. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. 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 Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. 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. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland 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 | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 67% (based on Cunning) Activation costs 26 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +5 Mag Changes resistances: +9% blight Changes resistances penetration: +10% physical Changes damage: +15% physical Silence immunity: +20% Pinning immunity: +20% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 24% Changes resistances: +36% physical / +17% darkness / +15% temporal / +6% nature / +6% arcane Changes damage: +11% light / +45% physical / +29% darkness / +11% temporal Disarm immunity: +10% Stun/Freeze immunity: +25% Maximum hate: +15.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... This object's appearance was changed to Quasit's Skull. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Earthquake (costing 16 power out of 30/30) : Effective talent level: 6.6 Power cost: 16 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 407.22 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. This object's appearance was changed to Hand of the World-Shaper. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 10 arcane / 12 temporal Changes resistances penetration: +31% fire Changes damage: +12% temporal / +24% arcane / +37% fire Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +35 (+9 eff.) Defense: +40 (+8 eff.) Changes stats: +5 Con Changes resistances: +18% blight / +12% fire Changes damage: +12% light / +40% physical Blindness immunity: +38% Disease immunity: +27% Maximum life: +80.00 Infravision radius: +5 See stealth: +17 See invisible: +17 Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 25% chance to reduce all saves and defense by 29 Changes stats: +9 Dex Changes resistances: +32% mind Changes resistances penetration: +15% darkness / +31% fire Changes damage: +30% physical / +12% darkness / +20% mind Rings make your fingers look great! |
Around neck | ![]() 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+4 eff.) Damage when hit (Melee): 34 darkness Changes damage: +29% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Spell crit. chance: +10% Mental crit. chance: +10% Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +9.0% Physical power: +14 (+4 eff.) Changes stats: +2 Wil Changes resistances: +21% fire / +12% light / +6% arcane Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower: +23 (+4 eff.) Spell crit. chance: +38% Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Staff of Bones. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 36 * 20% chance to reduce damage dealt by 24% Changes stats: +11 Mag / +11 Wil Changes resistances: +9% blight / +27% temporal / +13% lightning Changes resistances penetration: +5% blight / +19% physical Changes damage: +6% blight / +25% physical / +3% temporal Spell crit. chance: +6% A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 52.5 - 68.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +12 arcane / +170 fire When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +6% mind Changes resistances penetration: +49% fire Changes damage: +12% mind Light radius: +4 Global speed: +22% Sharp, short and deadly. This object's appearance was changed to Staff of Bones. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Damage when hit (Melee): 6 lightning Changes stats: +5 Str / +6 Dex / +5 Mag / +6 Wil / +6 Con Changes resistances: +30% cold Changes resistances penetration: +20% blight Talent mastery: +0.40 Technique / Combat training Spell save: +15 (+3 eff.) Stamina each turn: +1.40 Mana when firing critical spell: +2.47 Maximum hate: +8.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +7% Damage Shield penetration: +37% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Radiance. |
Main armor | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +5 Changes stats: +7 Str / +3 Dex / +8 Mag / +6 Wil Changes resistances: +23% lightning / +44% physical / +6% darkness / +20% fire / +33% cold / +18% acid / +15% all Changes damage: +30% lightning / +85% physical / +43% cold / +25% fire / +22% acid Talent cooldown: Refit Golem (-5 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Spinal Cage. |
Inventory
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() Powered by unknown forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff phial's content. Impawssible?! |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Cun Changes resistances: +6% arcane / +18% nature Changes resistances penetration: +31% arcane Changes damage: +18% arcane / +12% mind Critical mult.: +24.66% Hate when firing a critical mind attack: +6.16 Maximum hate: +8.00 Mental crit. chance: +4% Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +8.0% Physical power: +37 (+10 eff.) Changes stats: +14 Str / +4 Con Changes damage: +18% physical Physical save: +12 (+6 eff.) Only die when reaching: -80.00 life Maximum stamina: +36.99 Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +20 (+6 eff.) Armour: +8 Defense: +15 (+3 eff.) Damage (Melee): 12 light / 15 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 24% * 15% chance to blind Changes stats: +5 Con Changes resistances: +25% mind Changes damage: +15% light / +15% darkness Physical save: +30 (+12 eff.) Confusion immunity: +50% Life regen: +11.00 Only die when reaching: -100.00 life Maximum life: +80.00 Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +17 Str / +7 Mag / +9 Wil / +13 Cun Changes resistances penetration: +31% fire Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +14 Changes stats: +2 Str / +14 Mag Changes resistances penetration: +25% lightning Changes damage: +6% lightning / +8% temporal / +8% light / +15% blight / +15% fire / +8% darkness / +8% physical Critical mult.: +30.00% Spellpower: +20 (+4 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 19 power out of 36/36) : Effective talent level: 5.5 Power cost: 19 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (188). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() protective stralite amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+2 eff.) Changes resistances cap: +6% all Physical save: +23 (+10 eff.) Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +12 Con Changes resistances: +23% temporal Changes resistances penetration: +20% darkness / +10% arcane Changes damage: +9% physical Critical mult.: +5.00% Pinning immunity: +30% Knockback immunity: +37% Vim when firing critical spell: +2.00 Infravision radius: +2 Combat speed: +10% Damage Shield penetration: +30% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Effects on melee hit: * 25% chance to slow global speed by 57% Damage when hit (Melee): 12 nature Changes stats: +6 Dex / +10 Cun / +6 Con Changes resistances: +9% acid / +7% physical Changes damage: +15% arcane Stamina each turn: +3.70 Only die when reaching: -98.63 life Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Blazesage the voratun ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 36 Damage when hit (Melee): 14 blight Changes stats: +6 Dex / +7 Wil / +7 Cun Changes resistances: +21% acid / +20% mind / +15% light Changes damage: +12% blight Blindness immunity: +42% Infravision radius: +6 See stealth: +25 See invisible: +25 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+4 eff.) Effects on melee hit: * 25% chance to reduce damage dealt by 24% Changes stats: +16 Mag / +8 Wil / +8 Cun Changes resistances: +6% blight Changes resistances penetration: +15% darkness / +25% arcane Changes damage: +6% arcane / +6% blight Spellpower: +39 (+8 eff.) Mindpower: +12 (+4 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 47% Changes stats: +14 Mag / +8 Wil / +7 Cun Changes resistances: +18% acid / +12% darkness Changes damage: +3% acid / +9% mind / +6% darkness Silence immunity: +50% Mana each turn: +0.40 Spellpower: +25 (+5 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +4 Changes stats: +1 Str / +10 Dex / +7 Mag / +8 Wil / +10 Cun / +4 Con Changes resistances: +9% fire Changes damage: +12% darkness Silence immunity: +34% Stun/Freeze immunity: +25% Mana each turn: +0.35 Spellpower: +13 (+2 eff.) Light radius: +3 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +13 (+3 eff.) Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 21 cooldown : Effective talent level: 5.5 Power cost: 21 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 42% for 5 turns. Rings make your fingers look great! |
![]() treant's voratun ring of speed Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +13 (+3 eff.) Changes resistances: +15% nature / +14% blight Poison immunity: +30% Disease immunity: +30% Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 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 32% for 5 turns. Rings make your fingers look great! |
![]() chilling dwarven-steel dagger of evisceration (20-26 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +17 cold When wielded/worn: Physical crit. chance: +10.0% Physical power: +11 (+3 eff.) Sharp, short and deadly. |
![]() quick dwarven-steel dagger of erosion (20-26 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +11 nature When wielded/worn: Accuracy: +17 (+4 eff.) Changes stats: +4 Dex Combat speed: +10% Sharp, short and deadly. |
![]() acidic voratun greatmaul of paradox (66-99 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 227 damage over 5 turns and reducing armor and accuracy by 29 Damage (Melee): +24 temporal When wielded/worn: Changes resistances: +28% temporal Massive two-handed mauls. |
![]() Runarozor the Hazeblood Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 On weapon hit: * 27% chance to slow global speed by 57% Damage (Ranged): +27 acid / +24 cold When wielded/worn: Physical power: +14 (+4 eff.) Effects on ranged hit: * 27 arcane resource burn * 27% chance to slow global speed by 57% Changes stats: +6 Str Changes resistances: +9% acid / +27% cold / +12% nature / +9% temporal Changes resistances penetration: +34% cold Spell save: +24 (+6 eff.) Longbows are used to shoot arrows at your foes. |
![]() swiftstrike drakeskin leather sling of piercing Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +200% When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +14 Changes stats: +7 Cun Changes resistances penetration: +14% all Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 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: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 103 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Quenchkiss (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +3 Armour: +14 Defense: +10 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Dex / +1 Mag / +2 Wil / +1 Con Maximum wards: +3 cold Changes resistances penetration: +5% arcane Changes damage: +6% blight / +29% cold / +3% arcane Talents granted: +4 Ward +1 Command Staff Mana each turn: +0.27 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +70.00 Maximum stamina: +20.00 Maximum vim: +20.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones Talent granted: +1 Command Staff Spellpower: +20 (+4 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. This object's appearance was changed to Staff of Bones. |
![]() potent elven-wood vilestaff of protection (32-38 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 32.0 - 38.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +16% darkness Changes damage: +32% darkness Talent granted: +1 Command Staff Spellpower: +17 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() stormbringer's voratun waraxe of crippling (40-55 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +45 lightning / +43 cold When wielded/worn: Physical crit. chance: +15.0% Changes resistances penetration: +16% lightning / +22% cold Movement speed: +50% One-handed war axes. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +10 Mag / +12 Wil Changes resistances: +9% fire / +33% cold Changes resistances penetration: +15% cold Changes damage: +21% lightning / +9% cold Spell crit. chance: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 31 power out of 60/60) : Effective talent level: 2.8 Power cost: 31 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 11 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 892.14 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. This object's appearance was changed to Radiance. |
![]() Searmark the elven-silk robe (25 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +25 (+5 eff.) Effects on melee hit: * 27% chance to reduce armor by 47% Changes resistances: +45% lightning / +39% fire / +15% all Changes resistances penetration: +15% physical Changes damage: +30% lightning / +12% nature Physical save: +24 (+10 eff.) Stamina each turn: +4.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Mag / +13 Wil / +3 Cun / +8 Con Changes resistances: +15% lightning / +13% cold / +45% fire / +6% arcane / +15% all Changes damage: +29% lightning / +23% physical / +30% nature / +30% fire / +18% arcane / +30% cold Poison immunity: +50% Disease immunity: +50% Psi when hit: +0.04 Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +3 Defense: +10 (+2 eff.) Changes stats: +4 Str / +20 Con Changes resistances: +33% acid / +15% all Changes damage: +22% acid / +9% physical / +55% nature Physical save: +9 (+4 eff.) Poison immunity: +95% Disease immunity: +97% Only die when reaching: -80.00 life Maximum stamina: +37.71 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 278 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 13 power out of 24/24. A wispy purple aura surrounds these translucent black boots. This object's appearance was changed to Unbreakable Greaves. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+4 eff.) Changes resistances: +9% lightning / +9% physical / +12% mind / +12% temporal Changes resistances penetration: +20% lightning Changes damage: +21% mind / +37% physical Physical save: +22 (+10 eff.) Maximum stamina: +37.23 A pair of boots made of leather. This object's appearance was changed to Unbreakable Greaves. |
![]() heroic hardened leather gloves of archery (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Armour: +7 Changes stats: +7 Cun / +7 Dex Mental save: +11 (+4 eff.) Maximum life: +51.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +37 (+9 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 36 Changes resistances: +24% cold Changes resistances penetration: +31% mind Changes damage: +15% physical Allows you to breathe in: water Critical mult.: +15.00% Mental crit. chance: +4% A cap made of leather. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +15 (+4 eff.) Armour: +6 Defense: +13 (+3 eff.) Changes stats: +10 Mag / +10 Con Changes resistances: +13% lightning / +20% physical / +20% darkness / +14% temporal Changes resistances penetration: +20% physical Changes damage: +20% physical / +20% arcane / +20% darkness Maximum stamina: +20.00 Maximum hate: +14.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% 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: 6.5 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 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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... |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 10 lightning Changes resistances: +16% lightning / +20% physical / +13% darkness / +9% cold Changes damage: +11% lightning / +20% physical / +20% darkness Life regen: +4.90 Mana each turn: +0.32 Mana when firing critical spell: +2.00 Maximum hate: +15.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
![]() enlightening reinforced leather armour of the hero (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +6 Dex / +8 Mag / +16 Wil / +15 Cun Mental save: +22 (+7 eff.) Maximum life: +56.00 A suit of armour made of leather. |
![]() marauder's rough leather armour (7 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +7 (+2 eff.) Fatigue: +6% Changes stats: +5 Str / +5 Dex Physical save: +7 (+3 eff.) A suit of armour made of leather. |
![]() Winterglory the quiver of elven-wood arrows (18/18, 42-59 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 18 On weapon hit: * 27% chance to reduce all saves and defense by 29 * 27% chance to reduce strength, dexterity, and constitution by 36 Damage (Ranged): +27 blight / +38 cold / +27 arcane Damage (radius 1) on hit: +27 arcane / +27 cold Damage (radius 2) on crit: +27 mind Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 25% chance to slow global speed by 57% * 25% chance to reduce all saves and defense by 29 Damage when hit (Melee): 4 nature Changes stats: +12 Str / +10 Wil Changes resistances: +6% mind / +15% nature Changes resistances penetration: +10% nature / +23% physical Maximum life: +34.00 Maximum stamina: +27.00 Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Khelothad the voratun pickaxe (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +7 (+2 eff.) Changes stats: +10 Str / +6 Dex / +4 Mag / +6 Wil / +5 Cun / +4 Con Light radius: +4 Infravision radius: +10 See invisible: +12 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 52 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 42 power out of 150/150) : Effective talent level: 5.5 Power cost: 42 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 89.88 cold damage and 208.74 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 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. |
![]() 0.00 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 104 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +9% lightning Changes resistances penetration: +15% mind Critical mult.: +23.24% Mana each turn: +0.12 Hate when firing a critical mind attack: +5.81 Maximum hate: +6.00 Spellpower: +35 (+7 eff.) Spell crit. chance: +4% Mental crit. chance: +4% It can be used to reveal the area around you, dispelling darkness (radius 16, power 98 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 8 turns. When used: * Increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 728 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() soothing dragonbone wand of lightning storm [power 560] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 188 lightning damage and will be dazed for 1 turn (940 total damage) Activation puts all charms on cooldown for 8 turns. When used: * Heal for 87. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 16 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() Infused 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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 A Living One the Higher Necromancer level 50
72nd Haze 124th year of Ascendancy at 05:26 see stats
By A Living One the Higher Necromancer level 39
34th Haze 123rd year of Ascendancy at 18:46 see stats
By A Living One the Higher Necromancer level 32
60th Dusk 123rd year of Ascendancy at 21:16 see stats
By A Living One the Higher Necromancer level 50
4th Pyre 125th year of Ascendancy at 13:28 see stats
By A Living One the Higher Necromancer level 38
32nd Haze 123rd year of Ascendancy at 21:54 see stats
By A Living One the Higher Necromancer level 50
8th Mirth 124th year of Ascendancy at 21:14 see stats
By A Living One the Higher Necromancer level 50
23rd Haze 124th year of Ascendancy at 08:51 see stats
By A Living One the Higher Necromancer level 50
3rd Mirth 124th year of Ascendancy at 19:08 see stats
By A Living One the Higher Necromancer level 43
17th Regrowth 124th year of Ascendancy at 13:02 see stats
By A Living One the Higher Necromancer level 50
49th Regrowth 125th year of Ascendancy at 16:05 see stats
By A Living One the Higher Necromancer level 50
1st Mirth 125th year of Ascendancy at 12:48 see stats
By A Living One the Higher Necromancer level 50
17th Haze 124th year of Ascendancy at 00:19 see stats
By A Living One the Higher Necromancer level 50
59th Haze 124th year of Ascendancy at 15:39 see stats
By A Living One the Higher Necromancer level 50
3rd Flare 125th year of Ascendancy at 06:44 see stats
By A Living One the Higher Necromancer level 50
7th Flare 124th year of Ascendancy at 03:56 see stats
By A Living One the Higher Necromancer level 41
66th Haze 123rd year of Ascendancy at 23:02 see stats
By A Living One the Higher Necromancer level 50
71st Pyre 125th year of Ascendancy at 06:42 see stats
By A Living One the Higher Necromancer level 34
16th Haze 123rd year of Ascendancy at 10:29 see stats
By A Living One the Higher Necromancer level 40
65th Haze 123rd year of Ascendancy at 21:39 see stats
By A Living One the Higher Necromancer level 50
12nd Pyre 125th year of Ascendancy at 23:01 see stats
By A Living One the Higher Necromancer level 50
50th Regrowth 125th year of Ascendancy at 18:34 see stats
By A Living One the Higher Necromancer level 50
68th Regrowth 125th year of Ascendancy at 23:43 see stats
By A Living One the Higher Necromancer level 21
21st Pyre 123rd year of Ascendancy at 11:39 see stats
By A Living One the Higher Necromancer level 34
2nd Haze 123rd year of Ascendancy at 02:52 see stats
By A Living One the Higher Necromancer level 50
47th Haze 124th year of Ascendancy at 21:36 see stats
By A Living One the Higher Necromancer level 50
7th Flare 124th year of Ascendancy at 06:57 see stats
By A Living One the Higher Necromancer level 50
1st Time of Equilibrium 124th year of Ascendancy at 10:26 see stats
By A Living One the Higher Necromancer level 32
60th Dusk 123rd year of Ascendancy at 21:42 see stats
By A Living One the Higher Necromancer level 50
23rd Haze 124th year of Ascendancy at 18:24 see stats
By A Living One the Higher Necromancer level 50
71st Dusk 126th year of Ascendancy at 17:27 see stats
By A Living One the Higher Necromancer level 50
10th Haze 126th year of Ascendancy at 07:06 see stats
By A Living One the Higher Necromancer level 50
8th Haze 124th year of Ascendancy at 05:34 see stats
By A Living One the Higher Necromancer level 10
3rd Decay 122nd year of Ascendancy at 01:05 see stats
By A Living One the Higher Necromancer level 20
65th Regrowth 123rd year of Ascendancy at 09:26 see stats
By A Living One the Higher Necromancer level 30
1st Dusk 123rd year of Ascendancy at 02:02 see stats
By A Living One the Higher Necromancer level 40
62nd Haze 123rd year of Ascendancy at 21:57 see stats
By A Living One the Higher Necromancer level 50
40th Pyre 124th year of Ascendancy at 19:10 see stats
By A Living One the Higher Necromancer level 50
9th Allure 126th year of Ascendancy at 08:10 see stats
By A Living One the Higher Necromancer level 50
29th Haze 124th year of Ascendancy at 04:20 see stats
By A Living One the Higher Necromancer level 50
60th Regrowth 125th year of Ascendancy at 20:12 see stats
By A Living One the Higher Necromancer level 50
78th Dusk 126th year of Ascendancy at 20:52 see stats
By A Living One the Higher Necromancer level 21
15th Pyre 123rd year of Ascendancy at 08:22 see stats
By A Living One the Higher Necromancer level 50
12nd Dusk 124th year of Ascendancy at 23:33 see stats
By A Living One the Higher Necromancer level 34
15th Haze 123rd year of Ascendancy at 18:52 see stats
By A Living One the Higher Necromancer level 17
39th Regrowth 123rd year of Ascendancy at 14:54 see stats
By A Living One the Higher Necromancer level 42
4th Allure 124th year of Ascendancy at 17:41 see stats
By A Living One the Higher Necromancer level 50
50th Regrowth 125th year of Ascendancy at 18:32 see stats
By A Living One the Higher Necromancer level 32
60th Dusk 123rd year of Ascendancy at 21:16 see stats
By A Living One the Higher Necromancer level 4
47th Haze 122nd year of Ascendancy at 09:39 see stats
By A Living One the Higher Necromancer level 32
60th Dusk 123rd year of Ascendancy at 21:16 see stats
By A Living One the Higher Necromancer level 50
69th Dusk 126th year of Ascendancy at 13:31 see stats
By A Living One the Higher Necromancer level 29
1st Dusk 123rd year of Ascendancy at 02:02 see stats
By A Living One the Higher Necromancer level 50
50th Regrowth 125th year of Ascendancy at 18:34 see stats
By A Living One the Higher Necromancer level 43
31st Regrowth 124th year of Ascendancy at 14:40 see stats
By A Living One the Higher Necromancer level 14
23rd Regrowth 123rd year of Ascendancy at 11:15 see stats
By A Living One the Higher Necromancer level 44
63rd Regrowth 124th year of Ascendancy at 07:59 see stats
By A Living One the Higher Necromancer level 50
13rd Dusk 124th year of Ascendancy at 00:55 see stats
By A Living One the Higher Necromancer level 23
34th Pyre 123rd year of Ascendancy at 02:24 see stats
By A Living One the Higher Necromancer level 16
38th Regrowth 123rd year of Ascendancy at 09:51 see stats
By A Living One the Higher Necromancer level 37
29th Haze 123rd year of Ascendancy at 18:07 see stats
By A Living One the Higher Necromancer level 50
48th Haze 124th year of Ascendancy at 21:08 see stats
By A Living One the Higher Necromancer level 50
68th Haze 124th year of Ascendancy at 18:56 see stats
Log
Today is the 10th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 21:28.
You don't see how to get there...
There is a way to the next level here (press '' or right click to use).
A Living One picks up (P.): Winterglory the quiver of elven-wood arrows (18/18, 42-59 power, 14 apr).
A Living One picks up ( .): soothing dragonbone wand of lightning storm [power 560] (8 cooldown).
A Living One picks up (w.): acidic voratun greatmaul of paradox (66-99 power, 4 apr).
A Living One picks up (o.): Blazesage the voratun ring.
A Living One picks up (E.): stormbringer's voratun waraxe of crippling (40-55 power, 6 apr).
There is a way to the next level here (press '' or right click to use).
Ghoul activates Bone Shield.
Ran for 2 turns (stop reason: hostile spotted to the north (large brown snake - offscreen)).
There is a way to the next level here (press '' or right click to use).
Your summoned ghoul disappears.