











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Archer |
| Level / Exp | 50 / 329613% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 100077 (base 12) |
| Dexterity | 100037 (base 15) |
| Constitution | 100017 (base 10) |
| Magic | 100039 (base 10) |
| Willpower | 100034 (base 10) |
| Cunning | 100064 (base 12) |
Resources
| Mana | 524/524 |
| Equilibrium | 0 |
| Vim | 296/296 |
| Life | 1000974/1000974 |
| Positive | 197/197 |
| Stamina | 272/272 |
| Healing Factor | 2 |
| Regeneration | 2000014.8814742 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 14 |
| See Stealth | 682.62299644476 |
| See Invisible | 679.62299644476 |
| ESP Range | 15 |
| ESP Kinds | humanoid/human |
Offense: Mainhand
| Damage | 15507 |
| Accuracy | 2357 |
| Crit Chance | 60043% |
| APR | 100 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 1990 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 2598 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Arcane | +57% |
| Cold | +42% |
| All | +7% |
| Lightning | +79% |
| Physical | +36% |
| Temporal | +39% |
| Darkness | +32% |
| Mind | +12% |
| Fire | +32% |
| Nature | +12% |
Offense: Damage Penetration
| Physical | +46% |
| Lightning | +60% |
| Fire | +50% |
| Temporal | +43% |
| Cold | +50% |
| Arcane | +50% |
| Mind | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 14 (81.151787968034%) |
| Defense | 2679 |
| Ranged Defense | 2680 |
| Fatigue | 0 |
| Physical Save | 1861 |
| Spell Save | 1862 |
| Mental Save | 1861 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Arcane | + 40%( 40%) |
| Cold | + 52%( 80%) |
| All | + 31%( 70%) |
| Lightning | + 49%( 80%) |
| Light | + 40%( 70%) |
| Physical | + 48%( 70%) |
| Darkness | + 52%( 80%) |
| Fire | + 45%( 80%) |
| Nature | + 52%( 80%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 25% |
| Confusion Resistance | 21% |
| Instadeath Resistance | 100% |
| Poison Resistance | 45% |
| Blind Resistance | 90% |
Inscriptions (3/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Agility | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Trapping | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Reflexes | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Curses | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Trained Reactions |
| talent | Crippling Poison |
| beneficial effect | Detects creatures of type humanoid/human in radius 15. Overseer of Nations |
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 successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
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 Exotic Weapons Mastery (+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 Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You 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 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
| On feet | Aetherwalk (6 def, 0 armour)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 (+0 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 9209 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 12 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Quiver | Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 40% Wil, 50% Dex, 50% Mag, 70% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
| Light source | watchleader's dwarven lantern of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +13% light Changes damage: +15% darkness Damage affinity(heal): +5% darkness Blindness immunity: +40% Confusion immunity: +21% Light radius: +11 Infravision radius: +5 See stealth: +16 See invisible: +13 It can be used to activate talent Moonlight Ray, placing all other charms into a 4 cooldown : Effective talent level: 5.5 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 7779.81 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+0 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 29 power out of 60/60) : Effective talent level: 2.5 Power cost: 29 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
| Tool | Glyth the Thunderparry [power 355] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% lightning / +4% physical Reduces incoming crit damage: 15.30% Life regen: +2.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 483 physical damage Activation puts all charms on cooldown for 8 turns. When used: * Increase all damage penetration by 26% for 2 turns. * Gain a 32% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+0 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+0 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
| Around waist | Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+0 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 15 power out of 30/30) : Effective talent level: 6.6 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 50% chance to evade melee and ranged attacks and 12048 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | dragonbone longbow 'Arcimmortal'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +30 acid / +26 lightning When wielded/worn: Changes stats: +6 Cun / +2 Wil Changes resistances penetration: +10% lightning / +11% physical / +18% temporal Changes damage: +29% acid / +32% temporal / +47% lightning / +24% physical Talent cooldown: Arrow Stitching (-1 turn) Mindpower: +5 (+0 eff.) Mental crit. chance: +3% Longbows are used to shoot arrows at your foes. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
| Main armor | Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+1 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+0 eff.) Mindpower: +8 (+0 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 72585.19 to 90731.49 physical damage (based on Willpower and Cunning) with knockback Activation costs 5 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 25 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+1 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 500295 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
This item will automatically be transmogrified when you leave the level.blink rune of the sneak (range 4009; phase 12032; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4009 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4009 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12032%, your defense is increased by 12032 and all your resistances by 12032%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
This item will automatically be transmogrified when you leave the level.conjurer's voratun ring of life Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Life regen: +19.00 Maximum life: +100.00 Spellpower: +15 (+0 eff.) Healing mod.: +14% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Dawnknight the voratun greatsword (61-98 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 nature Damage (radius 1) on hit: +25 blight Damage (radius 2) on crit: +16 light / +24 mind When wielded/worn: Effects on melee hit: * 25% chance to reduce all saves and defense by 313 Changes resistances: +15% blight / +19% mind Changes resistances penetration: +31% mind Light radius: +4 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.thought-forged voratun longsword of corruption (44-62 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). On weapon hit: * 28% chance to reduce all saves and defense by 313 Damage (Melee): +25 mind When wielded/worn: Changes stats: +6 Cun / +5 Wil Sharp, long, and deadly. |
LustretreasonRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +8 blight / +20 fire / +4 light When wielded/worn: Ammo reloads per turn: +5 Damage when hit (Melee): 2 blight Changes stats: +1 Str / +8 Mag / +2 Cun Changes resistances penetration: +10% temporal / +32% physical Changes damage: +17% fire / +15% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Bow Threading Spell save: +15 (+0 eff.) Spellpower: +15 (+0 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)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 stats: 180% Mag, 40% Wil 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 (+1 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 97 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." |
This item will automatically be transmogrified when you leave the level.Hanogobers the dragonbone magestaff (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +7 (+1 eff.) Damage when hit (Melee): 12 arcane Changes stats: +4 Mag Maximum wards: +2 fire Changes resistances penetration: +25% arcane / +19% blight Changes damage: +15% arcane / +30% fire Talents granted: +5 Ward +1 Command Staff Spell save: +22 (+0 eff.) Mana each turn: +0.28 Mana when firing critical spell: +2.49 Maximum vim: +62.35 Spellpower: +15 (+0 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.imbued dragonbone vilestaff (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% acid Talent granted: +1 Command Staff Spellpower: +15 (+0 eff.) Spell crit. chance: +5% Talent on hit(spell): Dust to Dust (10% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.balanced voratun waraxe of massacre (55-77 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 55.0 - 77.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+0 eff.) Defense: +14 (+1 eff.) Disarm immunity: +39% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.truestriking voratun waraxe of erosion (41-57 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +19 nature When wielded/worn: Accuracy: +19 (+0 eff.) Armour penetration: +15 Changes resistances penetration: +15% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe of crippling (40-55 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% 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% When wielded/worn: Physical crit. chance: +13.0% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.drakeskin leather belt of containment Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Maximum life: +130.00 Maximum mana: +80.00 Maximum stamina: +52.00 Maximum hate: +15.00 Maximum psi: +34.00 Maximum vim: +37.00 Maximum pos.energy: +38.00 Maximum neg.energy: +31.00 Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.elven-silk cloak 'Blindoblivion' (3 def, 10 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +37 (+0 eff.) Armour: +10 Defense: +3 (+1 eff.) Changes stats: +5 Str / +4 Dex Changes resistances: +24% light Changes resistances penetration: +25% mind Stamina each turn: +3.74 Maximum life: +60.00 Maximum hate: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.fearwoven elven-silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes resistances penetration: +20% darkness / +16% physical Changes damage: +27% darkness / +24% physical Mana each turn: +0.36 Maximum mana: +100.00 Maximum hate: +14.00 Spellpower: +30 (+0 eff.) Spell crit. chance: +14% Mindpower: +9 (+0 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven elven-silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +17% blight / +15% all Mental save: +22 (+0 eff.) Life regen: +6.00 Maximum life: +76.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +6% Healing mod.: +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stargazer's elven-silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances: +15% all Changes damage: +28% darkness / +26% light / +20% all Spellpower: +30 (+0 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant elven-silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +9 Con Changes resistances: +15% all Changes damage: +27% nature Poison immunity: +50% Disease immunity: +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.insulating pair of drakeskin leather boots of disengagement (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Cun / +3 Dex Changes resistances: +12% fire / +13% cold It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.insulating pair of drakeskin leather boots of speed (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +15% fire / +10% cold Movement speed: +25% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of voratun boots of rushing (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +4 Con It can be used to activate talent Rush, placing all other charms into a 13 cooldown : Effective talent level: 5.4 Power cost: 13 out of 25/25. Range: 10 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.undeterred pair of drakeskin leather boots of evasion (18 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+1 eff.) Silence immunity: +43% Confusion immunity: +50% Stun/Freeze immunity: +33% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 15 cooldown : Effective talent level: 6.6 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 50% chance to evade melee and ranged attacks and 12048 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+0 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 17 power out of 35/35) : Effective talent level: 3.5 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
This item will automatically be transmogrified when you leave the level.eldritch elven-silk wizard hat of light (+28%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +28% light Changes damage: +19% light Mana each turn: +3.00 Mana when hit: +2.70 Maximum mana: +110.00 Spellpower: +9 (+0 eff.) It can be used to activate talent Manaflow, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 395 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.insulating voratun helm of knowledge (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +5 Wil Changes resistances: +14% fire / +15% cold Mindpower: +6 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.shimmering elven-silk wizard hat of decomposition (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +7% lightning / +7% temporal / +8% light / +8% fire / +7% nature / +7% acid / +8% blight / +7% cold / +7% darkness Changes damage: +15% arcane Maximum mana: +64.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.voratun helm of fortune (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Changes stats: +17 Lck Spell crit. chance: +7% Mental crit. chance: +7% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.warlord's voratun helm of dexterity (+7) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +8 Dex / +6 Wil Changes resistances: +14% physical Physical save: +14 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.werebeast's voratun helm of the bounder (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +17 Str / +18 Dex / +9 Cun / +9 Con It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 4.5 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 510941.3 Physical damage. If the attack hits, the target is confused (50% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.voratun mail armour 'Adewe' (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 12 blight Changes stats: +19 Wil / +3 Mag Changes resistances penetration: +15% temporal Changes damage: +18% arcane / +30% temporal Critical mult.: +15.00% Life regen: +11.00 Maximum life: +80.00 Healing mod.: +20% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cleansing drakeskin leather armour of stability (20 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+1 eff.) Fatigue: +8% Changes resistances: +20% blight / +10% physical / +16% nature Physical save: +16 (+0 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.impenetrable voratun plate armour of lightning resistance (0 def, 36 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Fatigue: +22% Changes resistances: +25% lightning A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.rejuvenating voratun plate armour of the dragon (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +13% acid / +13% physical / +11% cold / +12% lightning / +13% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +40% Stun/Freeze immunity: +34% Knockback immunity: +33% Life regen: +7.70 Stamina each turn: +2.40 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.coruscating voratun shield of crushing (0 def, 10 armour, 76-91 power, 186 block) Requires: - Shield usage training - Dexterity 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 75.5 - 90.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +186 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +18 fire When wielded/worn: Physical crit. chance: +13.0% Physical power: +15 (+0 eff.) Armour: +10 Fatigue: +8% Damage when hit (Melee): 27 fire Changes stats: +5 Str Changes resistances: +19% fire Talent granted: +1 Block Handheld deflection devices. |
Dayoath the quiver of dragonbone arrows (47/47, 90-125 power, 32 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 89.5 - 125.3 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +32 Crit. chance: +35.0% Capacity: 47 On weapon hit: * 20% chance to slow global speed by 379% * 20 arcane resource burn On weapon crit: * Wound the target dealing 2549 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +12 light Damage (radius 1) on hit: +20 light When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.arcing quiver of dragonbone arrows of accuracy (22/22, 50-70 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 50.0 - 70.0 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +23 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 904 damage Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.psychokinetic quiver of dragonbone arrows of corruption (23/23, 53-74 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 When this weapon hits: Curse of Death (20% chance level 5). On weapon hit: * 20% chance to knock the target back 3 spaces and deal 2441 physical damage Damage (Ranged): +53 physical Arrows are used with bows to pierce your foes to death. |
agate0.00 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. |
683 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.00 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
aquamarine0.00 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-1 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+0 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+0 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 15 power out of 30/30) : Effective talent level: 5.5 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 2649.91 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Snowwreath the voratun pickaxe (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+0 eff.) Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str Changes resistances: +15% nature / +12% cold Changes resistances penetration: +31% temporal Changes damage: +15% temporal / +10% nature / +6% cold Critical mult.: +18.00% Maximum life: +40.00 Maximum stamina: +27.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dream-smith's voratun pickaxe (dig speed 12 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes damage: +10% mind / +10% fire Mental save: +9 (+0 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+0 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+0 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(4629 power, based on Willpower) Activation costs 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern 'Viperstone'Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 379% Changes stats: +6 Wil / +6 Con Changes resistances: +12% temporal / +16% blight / +3% nature / +3% mind / +3% all Critical mult.: +19.00% Spell save: +15 (+0 eff.) Life regen: +11.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 5 power out of 22/30. 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)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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
16 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. |
19 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. |
9 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. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (4/4)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 98 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Star Shot (20/20, 32-38 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Fire Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
This item will automatically be transmogrified when you leave the level.self-loading pouch of voratun shots of torment (21/21, 52-62 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.5 - 61.8 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
3 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. |
This item will automatically be transmogrified when you leave the level.focusing dragonbone wand of shielding [power 560] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
10 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. |
14 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 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. |
3 amber0.00 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. |
2 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 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
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Diff the Higher Archer level 50
10th Dusk 122nd year of Ascendancy at 02:54 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Diff the Higher Archer level 50
34th Dusk 122nd year of Ascendancy at 10:21 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Diff the Higher Archer level 50
8th Dusk 122nd year of Ascendancy at 07:14 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Diff the Higher Archer level 50
22nd Dusk 122nd year of Ascendancy at 15:11 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Diff the Higher Archer level 50
34th Haze 122nd year of Ascendancy at 00:39 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Diff the Higher Archer level 50
14th Dusk 122nd year of Ascendancy at 09:24 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Diff the Higher Archer level 50
63rd Dusk 122nd year of Ascendancy at 08:37 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Diff the Higher Archer level 50
36th Haze 122nd year of Ascendancy at 17:02 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Diff the Higher Archer level 50
13rd Dusk 122nd year of Ascendancy at 18:24 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Diff the Higher Archer level 50
26th Haze 122nd year of Ascendancy at 10:05 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Diff the Higher Archer level 10
75th Pyre 122nd year of Ascendancy at 16:20 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Diff the Higher Archer level 20
76th Pyre 122nd year of Ascendancy at 18:42 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Diff the Higher Archer level 30
9th Mirth 122nd year of Ascendancy at 15:18 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Diff the Higher Archer level 40
10th Mirth 122nd year of Ascendancy at 03:54 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Diff the Higher Archer level 50
10th Flare 122nd year of Ascendancy at 08:54 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Diff the Higher Archer level 50
10th Haze 122nd year of Ascendancy at 23:04 see stats
Overpowered! (Nightmare (Roguelike) difficulty)
Did over 6000 damage in one attack.By Diff the Higher Archer level 1
74th Pyre 122nd year of Ascendancy at 12:33 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Diff the Higher Archer level 50
14th Haze 122nd year of Ascendancy at 23:04 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Diff the Higher Archer level 46
1st Summertide 122nd year of Ascendancy at 20:53 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Diff the Higher Archer level 1
74th Pyre 122nd year of Ascendancy at 12:33 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Diff the Higher Archer level 1
74th Pyre 122nd year of Ascendancy at 12:33 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Diff the Higher Archer level 50
14th Dusk 122nd year of Ascendancy at 10:47 see stats
Tactical master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Diff the Higher Archer level 50
36th Haze 122nd year of Ascendancy at 17:01 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Diff the Higher Archer level 50
63rd Dusk 122nd year of Ascendancy at 19:27 see stats
The Sun Still Shines (Nightmare (Roguelike) difficulty)
Aeryn survived the last battle.By Diff the Higher Archer level 50
36th Haze 122nd year of Ascendancy at 17:02 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Diff the Higher Archer level 1
74th Pyre 122nd year of Ascendancy at 12:33 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Diff the Higher Archer level 50
8th Dusk 122nd year of Ascendancy at 07:14 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Diff the Higher Archer level 50
10th Flare 122nd year of Ascendancy at 22:58 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Diff the Higher Archer level 50
7th Dusk 122nd year of Ascendancy at 11:19 see stats
Log
Ran for 7 turns (stop reason: interesting terrain).
Diff picks up (d.): blink rune of the sneak (range 4009; phase 12032; cd 18).
Ran for 2 turns (stop reason: at object).
Diff picks up (g.): conjurer's voratun ring of life.
Ran for 16 turns (stop reason: interesting terrain).
You pickup 0.55 gold pieces.
Ran for 3 turns (stop reason: at object).
Ran for 13 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: at portal).
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (2 absorbed), 0 acid (0 total damage).
Ran for 17 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
There is no portal to activate here.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (2 absorbed), 0 acid (0 total damage).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 19 turns (stop reason: at portal).
Ran for 18 turns (stop reason: interesting terrain).
Ran for 8 turns (stop reason: interesting terrain).
There is no way out of this level here.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Talent Steady Shot is ready to use.
Saving done.













































































































































































