Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 50 / 605% |
Size | big |
Lifes / Deaths | Killed by Zepul the Crusher at level 43 on the 2nd Regrowth 124th year of Ascendancy at 02:21 6 / 1 |
Primary Stats
Strength | 65 (base 20) |
Dexterity | 126 (base 61) |
Constitution | 62 (base 41) |
Magic | 81 (base 61) |
Willpower | 34 (base 13) |
Cunning | 75 (base 48) |
Resources
Life | 1780/1780 |
Mana | 0/514 |
Paradox | 300 |
Positive | 0/177 |
Healing Factor | 1.28 |
Regeneration | 1.472 |
Speed
Mental | +9.99999999999% |
Attack | -2.0028423364238E-11% |
Movement | +59.72902271436% |
Spell | -2.0028423364238E-11% |
Global | +106% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 33.475354298321 |
See Invisible | 33.475354298321 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 193 |
Accuracy | 84 |
Crit Chance | 40% |
APR | 114 |
Speed | 0.73 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 26% |
Speed | 1.0000000000002 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 26% |
Speed | 1.0000000000002 |
Offense: Damage Bonus
All | +9% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 45.65 (86.818181818182%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 11 |
Physical Save | 57 |
Spell Save | 42 |
Mental Save | 34 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Knockback Resistance | 50% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 43.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 505 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 141.70 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 57. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 88 with a minimum range of 15. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 136.03 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 40. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Chronomancy / Stasis | 1.10 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Phase Pulse |
talent | Weapon Folding |
talent | Contingency |
talent | Chant of Fortitude |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is moving is 60% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. 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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Emelith the skeleton magus. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 544. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Emelynor (0 def, 5 armour) Emelynor (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +3 Str / +1 Cun / +8 Con Changes resistances: +24% darkness / +22% temporal Changes resistances penetration: +19% darkness / +18% temporal Maximum encumbrance: +42 Physical save: +10 (+3 eff.) Infravision radius: +3 Defense after a teleport: +26 Resist all after a teleport: +17% New effects duration reduction after a teleport: +24% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr) Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 50% Dex, 70% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical 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 | dwarven lantern 'Ulyrach' dwarven lantern 'Ulyrach'Powered by arcane forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 28 fire Changes stats: +3 Mag Changes resistances: +15% acid / +9% temporal / +6% blight / +9% cold / +7% fire Physical save: +20 (+6 eff.) Spell save: +6 (+2 eff.) Spellpower: +13 (+4 eff.) Light radius: +6 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +26% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | voratun helm 'Ragulelin' (0 def, 5 armour) voratun helm 'Ragulelin' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +5 Fatigue: -1% Changes stats: +11 Str / +12 Dex Changes damage: +6% physical Reduces incoming crit damage: 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | overpowered voratun torque of psychoportation [power 83] (47 cooldown) overpowered voratun torque of psychoportation [power 83] (47 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 83), putting all charms on cooldown for 47 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | treant's voratun ring of life treant's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +13% nature / +6% blight Poison immunity: +21% Disease immunity: +23% Life regen: +0.90 Maximum life: +79.00 Healing mod.: +28% Rings can have magical properties. |
On fingers | Geda the Dayrend Geda the DayrendCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +9 Dex Changes resistances: +3% acid / +6% light Changes resistances penetration: +20% acid Light radius: +2 Rings can have magical properties. |
Around waist | monstrous drakeskin leather belt of resilience monstrous drakeskin leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +5 Str / +4 Con Physical save: +11 (+4 eff.) Maximum life: +48.00 Size category: +1 A belt that goes around your waist. |
In main hand | Ce'Nitta the dragonbone longbow Ce'Nitta the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Arcane Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to daze Damage (Ranged): +35 fire Burst (radius 2) on crit: +2 temporal When wielded/worn: Changes stats: +3 Str / +17 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +6% temporal Changes resistances penetration: +15% lightning / +15% fire / +25% temporal Critical mult.: +5.00% Global speed: +6% Heals friendly targets nearby when you use a nature summon: +10 Longbows are used to shoot arrows at your foes. |
On hands | drakeskin leather gloves 'Lisigamira' (0 def, 8 armour) drakeskin leather gloves 'Lisigamira' (0 def, 8 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Armour: +8 Effects on melee hit: * 22% chance to cause random gloom Damage (Melee): 40 mind / 40 darkness Changes stats: +7 Cun / +7 Dex Changes resistances: +6% blight Mental save: +7 (+3 eff.) Maximum life: +76.00 Mindpower: +8 (+3 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Cloak | cashmere cloak of the voidstalker (2 def, 0 armour) cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +18% darkness / +14% temporal Defense after a teleport: +15 Resist all after a teleport: +12% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | stralite amulet 'Arcbreak' stralite amulet 'Arcbreak'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +6 Wil Changes resistances: +18% lightning Changes damage: +5% physical Physical save: +6 (+2 eff.) Poison immunity: +20% Confusion immunity: +10% Stun/Freeze immunity: +31% Combat speed: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Inventory
acid wave rune of the titan (330 acid damage; dur 5; apply 53) acid wave rune of the titan (330 acid damage; dur 5; apply 53)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 329.62 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 53. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 12) controlled phase door rune of the duelist (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (398 fire damage) heat beam rune of the wizard (398 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 397.63 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 19; power 57; dur 6) phase door rune of the duelist (range 19; power 57; dur 6)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: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 57%, your defense is increased by 57 and all your resistances by 57%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 171) teleportation rune of the wizard (range 171)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 171 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Blazevile BlazevileInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +1 Con Changes resistances: +17% nature / +20% blight Maximum encumbrance: +20 Physical save: +9 (+3 eff.) Poison immunity: +27% Disease immunity: +42% Amulets can have magical properties. |
Raguyahor RaguyahorInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to disease Changes resistances: +48% light / +16% fire / +47% darkness / +14% cold Changes resistances penetration: +5% blight Spell save: +3 (+1 eff.) Blindness immunity: +44% Mana each turn: +0.08 Mana when firing critical spell: +2.00 Damage Shield penetration: +20% Amulets can have magical properties. |
mindweaver's stralite amulet of murder mindweaver's stralite amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Changes stats: +3 Wil Critical mult.: +13.00% Mental save: +9 (+4 eff.) Confusion immunity: +18% Mindpower: +9 (+3 eff.) Amulets can have magical properties. |
wanderer's voratun amulet of vision wanderer's voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +7 Cun / +7 Con Blindness immunity: +31% Life regen: +1.50 Stamina each turn: +1.50 Infravision radius: +8 Sight radius: +2 See invisible: +11 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 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. |
caustic voratun dagger of ruin (38-49.4 power, 9 apr) caustic voratun dagger of ruin (38-49.4 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 9% chance to corrode armour When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Changes resistances penetration: +8% acid Critical mult.: +11.00% Life regen: +2.00 Sharp, short and deadly. |
Borurand BorurandRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +25 lightning When wielded/worn: Changes stats: +1 Con / +2 Mag Changes resistances penetration: +25% physical Changes damage: +20% lightning / +25% physical / +15% arcane / +3% acid Grants telepathy: Humanoid/Orc Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Spellpower: +14 (+5 eff.) Heals friendly targets nearby when you use a nature summon: +10 Damage Shield penetration: +60% Longbows are used to shoot arrows at your foes. |
Epoch's Curve Epoch's CurveRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +8 When wielded/worn: Damage (Ranged): 15 temporal Changes stats: +5 Dex / +4 Mag Changes damage: +10% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Life regen: +2.00 Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
Berivor the voratun longsword (40-56 power, 6 apr) Berivor the voratun longsword (40-56 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +22 insidious poison When wielded/worn: Accuracy: +27 (+5 eff.) Changes stats: +12 Str Changes resistances: +9% light Changes damage: +25% physical Silence immunity: +10% Stamina when hit: +3.90 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -80.00 life Sharp, long, and deadly. |
Ce'Ninor the Blastsun (41-57.4 power, 6 apr) Ce'Ninor the Blastsun (41-57.4 power, 6 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Mag Damage type: Lightning Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 acid / +30 cold When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +10% acid / +15% lightning Sharp, long, and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc 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 (+14 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, costing 200 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." |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Magic 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Mag Damage type: Physical bleed Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Zubar (3 def, 0 armour) Zubar (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag / +9 Wil / +5 Cun Changes resistances: +9% light Spell save: +13 (+4 eff.) Mental save: +36 (+14 eff.) Disarm immunity: +15% Stun/Freeze immunity: +5% Teleport immunity: +10% Spell crit. chance: +5% Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
dreamer's pair of voratun boots of void walking (0 def, 5 armour) dreamer's pair of voratun boots of void walking (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +18% darkness / +26% temporal Changes resistances penetration: +14% darkness / +13% temporal Physical save: +8 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +5 (+2 eff.) Defense after a teleport: +28 Resist all after a teleport: +16% New effects duration reduction after a teleport: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of voratun boots of uncanny dodging (6 def, 5 armour) insulating pair of voratun boots of uncanny dodging (6 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +4% Changes resistances: +13% fire / +7% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of drakeskin leather boots of phasing (0 def, 5 armour) undeterred pair of drakeskin leather boots of phasing (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Mag / +3 Wil Silence immunity: +29% Confusion immunity: +40% Stun/Freeze immunity: +31% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Hellsshaper the dwarven-steel gauntlets (0 def, 6 armour) Hellsshaper the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +1 Mag / +1 Wil / +1 Cun Mental save: +9 (+4 eff.) Maximum life: +64.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Xoma the voratun gauntlets (0 def, 3 armour) Xoma the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +3 Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% blight / +3% fire / +3% light Critical mult.: +10.00% Spell crit. chance: +6% Mental crit. chance: +7% Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 42.32 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
dragonslayer's voratun helm (0 def, 5 armour) dragonslayer's voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% acid / +10% fire / +8% lightning / +13% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
volcanic drakeskin leather armour of Toknor (5 def, 18 armour) volcanic drakeskin leather armour of Toknor (5 def, 18 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +18 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 8 fire Changes resistances: +16% fire / +23% physical Critical mult.: +13.00% A suit of armour made of leather. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Sootward the quiver of dragonbone arrows (22/22, 50-70 power, 18 apr) Sootward the quiver of dragonbone arrows (22/22, 50-70 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 50.0 - 70.0 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +18 Physical crit. chance: +16.0% Capacity: 22 On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Ranged): +16 temporal / +8 nature / +8 darkness Burst (radius 1) on hit: +4 darkness Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 50% Dex, 70% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
sentry's quiver of dragonbone arrows of crippling (46/46, 63-88.2 power, 22 apr) sentry's quiver of dragonbone arrows of crippling (46/46, 63-88.2 power, 22 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 63.0 - 88.2 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +22 Physical crit. chance: +15.0% Capacity: 46 Turns elapse between self-loadings: 3 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
186 alchemist agate 186 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. |
15 onyx 15 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. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 sapphire 13 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Belarianor the voratun pickaxe (dig speed 8 turns) Belarianor the voratun pickaxe (dig speed 8 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +7% fire / +7% darkness / +9% temporal Changes resistances penetration: +5% temporal Maximum mana: +20.00 Maximum vim: +10.00 Lowers spell cool-downs by: 10% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
10 emerald 10 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. |
17 jade 17 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 turquoise 14 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Belynor the Corruptionblur Belynor the CorruptionblurInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +1% physical Changes damage: +15% physical Physical save: +5 (+2 eff.) Light radius: +3 Healing mod.: +14% A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 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 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 27.53 cold damage and 30.31 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 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. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Prothotipe's Prismatic Eye 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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
66 alchemist bloodstone 66 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
17 bloodstone 17 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. |
13 fire opal 13 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. |
7 garnet 7 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. |
9 ruby 9 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 571.16 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside 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. |
Kindlestrider the voratun torque of clear mind [power 4] (10 cooldown) Kindlestrider the voratun torque of clear mind [power 4] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +12% darkness / +9% lightning Maximum wards: +3 physical / +1 mind / +1 darkness Changes damage: +3% light Talent granted: +1 Ward Light radius: +3 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 200% chance to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
14 diamond 14 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. |
17 moonstone 17 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl 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. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 amber 11 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. |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Weary Old Bones the Skeleton Temporal Warden level 28
31st Pyre 123rd year of Ascendancy at 17:28 see stats
By Weary Old Bones the Skeleton Temporal Warden level 42
3rd Decay 123rd year of Ascendancy at 20:54 see stats
By Weary Old Bones the Skeleton Temporal Warden level 27
20th Pyre 123rd year of Ascendancy at 19:05 see stats
By Weary Old Bones the Skeleton Temporal Warden level 34
27th Dusk 123rd year of Ascendancy at 21:28 see stats
By Weary Old Bones the Skeleton Temporal Warden level 31
43rd Pyre 123rd year of Ascendancy at 05:14 see stats
By Weary Old Bones the Skeleton Temporal Warden level 37
13rd Haze 123rd year of Ascendancy at 18:41 see stats
By Weary Old Bones the Skeleton Temporal Warden level 30
40th Pyre 123rd year of Ascendancy at 22:59 see stats
By Weary Old Bones the Skeleton Temporal Warden level 18
7th Allure 123rd year of Ascendancy at 16:25 see stats
By Weary Old Bones the Skeleton Temporal Warden level 23
72nd Regrowth 123rd year of Ascendancy at 01:25 see stats
By Weary Old Bones the Skeleton Temporal Warden level 37
26th Haze 123rd year of Ascendancy at 23:57 see stats
By Weary Old Bones the Skeleton Temporal Warden level 7
4th Haze 122nd year of Ascendancy at 18:43 see stats
By Weary Old Bones the Skeleton Temporal Warden level 31
49th Pyre 123rd year of Ascendancy at 01:35 see stats
By Weary Old Bones the Skeleton Temporal Warden level 29
37th Pyre 123rd year of Ascendancy at 06:18 see stats
By Weary Old Bones the Skeleton Temporal Warden level 25
1st Pyre 123rd year of Ascendancy at 04:22 see stats
By Weary Old Bones the Skeleton Temporal Warden level 39
45th Haze 123rd year of Ascendancy at 05:55 see stats
By Weary Old Bones the Skeleton Temporal Warden level 50
30th Regrowth 124th year of Ascendancy at 07:41 see stats
By Weary Old Bones the Skeleton Temporal Warden level 45
13rd Regrowth 124th year of Ascendancy at 10:11 see stats
By Weary Old Bones the Skeleton Temporal Warden level 16
70th Haze 122nd year of Ascendancy at 09:58 see stats
By Weary Old Bones the Skeleton Temporal Warden level 20
6th Regrowth 123rd year of Ascendancy at 07:47 see stats
By Weary Old Bones the Skeleton Temporal Warden level 38
43rd Haze 123rd year of Ascendancy at 22:51 see stats
By Weary Old Bones the Skeleton Temporal Warden level 47
21st Regrowth 124th year of Ascendancy at 01:52 see stats
By Weary Old Bones the Skeleton Temporal Warden level 25
9th Pyre 123rd year of Ascendancy at 00:14 see stats
By Weary Old Bones the Skeleton Temporal Warden level 18
8th Allure 123rd year of Ascendancy at 00:38 see stats
By Weary Old Bones the Skeleton Temporal Warden level 38
42nd Haze 123rd year of Ascendancy at 15:15 see stats
By Weary Old Bones the Skeleton Temporal Warden level 10
27th Haze 122nd year of Ascendancy at 08:30 see stats
By Weary Old Bones the Skeleton Temporal Warden level 20
5th Regrowth 123rd year of Ascendancy at 07:11 see stats
By Weary Old Bones the Skeleton Temporal Warden level 30
37th Pyre 123rd year of Ascendancy at 09:01 see stats
By Weary Old Bones the Skeleton Temporal Warden level 40
49th Haze 123rd year of Ascendancy at 06:15 see stats
By Weary Old Bones the Skeleton Temporal Warden level 50
30th Regrowth 124th year of Ascendancy at 03:24 see stats
By Weary Old Bones the Skeleton Temporal Warden level 43
2nd Wintertide 124th year of Ascendancy at 15:26 see stats
By Weary Old Bones the Skeleton Temporal Warden level 50
30th Regrowth 124th year of Ascendancy at 07:40 see stats
By Weary Old Bones the Skeleton Temporal Warden level 40
50th Haze 123rd year of Ascendancy at 11:17 see stats
By Weary Old Bones the Skeleton Temporal Warden level 10
27th Haze 122nd year of Ascendancy at 09:21 see stats
By Weary Old Bones the Skeleton Temporal Warden level 24
75th Regrowth 123rd year of Ascendancy at 07:10 see stats
By Weary Old Bones the Skeleton Temporal Warden level 38
41st Haze 123rd year of Ascendancy at 12:38 see stats
By Weary Old Bones the Skeleton Temporal Warden level 25
15th Pyre 123rd year of Ascendancy at 21:09 see stats
By Weary Old Bones the Skeleton Temporal Warden level 29
37th Pyre 123rd year of Ascendancy at 08:57 see stats
By Weary Old Bones the Skeleton Temporal Warden level 4
75th Dusk 122nd year of Ascendancy at 14:08 see stats
By Weary Old Bones the Skeleton Temporal Warden level 41
63rd Haze 123rd year of Ascendancy at 02:27 see stats
By Weary Old Bones the Skeleton Temporal Warden level 13
54th Haze 122nd year of Ascendancy at 23:42 see stats
By Weary Old Bones the Skeleton Temporal Warden level 15
65th Haze 122nd year of Ascendancy at 19:09 see stats
By Weary Old Bones the Skeleton Temporal Warden level 9
22nd Haze 122nd year of Ascendancy at 22:40 see stats
By Weary Old Bones the Skeleton Temporal Warden level 18
6th Allure 123rd year of Ascendancy at 12:29 see stats
By Weary Old Bones the Skeleton Temporal Warden level 32
79th Pyre 123rd year of Ascendancy at 03:32 see stats
By Weary Old Bones the Skeleton Temporal Warden level 15
65th Haze 122nd year of Ascendancy at 13:59 see stats
By Weary Old Bones the Skeleton Temporal Warden level 25
16th Pyre 123rd year of Ascendancy at 08:52 see stats
By Weary Old Bones the Skeleton Temporal Warden level 16
70th Haze 122nd year of Ascendancy at 18:34 see stats
By Weary Old Bones the Skeleton Temporal Warden level 27
20th Pyre 123rd year of Ascendancy at 09:24 see stats
Log
Talent Premonition is ready to use.
Weary Old Bones activates Premonition.
Weary Old Bones deactivates Premonition.
Talent Premonition is ready to use.
Weary Old Bones activates Premonition.
Weary Old Bones deactivates Premonition.
Rested for 87 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You gain 3.52 gold from the transmogrification of sentry's pouch of voratun shots of annihilation (52/52, 73-87.6 power, 21 apr).
You gain 2.27 gold from the transmogrification of dwarven lantern of the zealot.
You gain 7.20 gold from the transmogrification of enlightening drakeskin leather armour of command (20 def, 15 armour).
You gain 5.34 gold from the transmogrification of impenetrable voratun mail armour of Eyal (5 def, 24 armour).
You gain 4.77 gold from the transmogrification of enlightening voratun mail armour (5 def, 10 armour).
You gain 3.63 gold from the transmogrification of bladed voratun helm of the depths (0 def, 5 armour).
You gain 8.16 gold from the transmogrification of brawler's drakeskin leather gloves of the juggernaut (0 def, 3 armour).
You gain 4.78 gold from the transmogrification of restorative pair of drakeskin leather boots of uncanny dodging (7 def, 5 armour).
You gain 6.54 gold from the transmogrification of elven-silk cloak of backstabbing (3 def, 0 armour).
You gain 2.78 gold from the transmogrification of voratun steamsaw of purging (40.5-60.75 power, 25 apr).
You gain 7.11 gold from the transmogrification of corrosive voratun steamsaw of corruption (39.5-59.25 power, 25 apr).
You gain 8.39 gold from the transmogrification of psychic's voratun steamgun of power.
You gain 5.68 gold from the transmogrification of mage-hunter's voratun steamgun.
You gain 5.12 gold from the transmogrification of glacial voratun longsword of projection (41-57.4 power, 6 apr).
You gain 4.13 gold from the transmogrification of quick voratun battleaxe (56.5-84.75 power, 4 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Weary Old Bones deactivates Contingency.
Weary Old Bones deactivates Chant of Fortitude.
Weary Old Bones deactivates Phase Pulse.
Weary Old Bones deactivates Weapon Folding.