













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 50 / 1630% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 57 (base 13) |
Dexterity | 132 (base 60) |
Constitution | 93 (base 60) |
Magic | 25 (base 12) |
Willpower | 71 (base 31) |
Cunning | 135 (base 60) |
Resources
Life | 1761/1761 |
Stamina | 350/350 |
Equilibrium | 0 |
Healing Factor | 1.6235279301986 |
Regeneration | 59.657543180938 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 55.582309197847 |
See Invisible | 64.582309197847 |
Offense: Mainhand
Damage | 175 |
Accuracy | 80 |
Crit Chance | 89% |
APR | 59 |
Speed | 1.00 |
Offense: Offhand
Damage | 103 |
Accuracy | 80 |
Crit Chance | 77% |
APR | 56 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 60% |
Speed | 1 |
Offense: Damage Bonus
Physical | +48% |
Cold | +55% |
All | +35% |
Darkness | +55% |
Temporal | +53% |
Mind | +38% |
Lightning | +58% |
Fire | +41% |
Nature | +100% |
Offense: Damage Penetration
Lightning | +20% |
Temporal | +45% |
Physical | +28% |
All | +15% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 51 (57.155997060385%) |
Defense | 90 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 61 |
Spell Save | 57 |
Mental Save | 63 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 38%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 67%( 70%) |
All | + 27%( 70%) |
Physical | + 34%( 70%) |
Lightning | + 42%( 70%) |
Light | + 42%( 70%) |
Temporal | + 45%( 70%) |
Mind | + 39%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 61%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Silence Resistance | 32% |
Bleed Resistance | 24% |
Confusion Resistance | 64% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 26% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 678 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 337 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 872% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 7/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Trained Reactions |
talent | Volatile Poison |
talent | Crippling Poison |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 36.5 and stamina regeneration by 5.9. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 44%. Shadowstrike |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 193 - 270 Accuracy: 96 (knife) APR: 59 Crit Chance: +90% Crit mult: 272% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 50% chance to deflect up to 30 damage from the next 3.2 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved spell save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved spell save by +12. | done |
You failed to protect the lost defiler from death by Xanotira the snow giant thunderer. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1564. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. 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 Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. 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 CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +7 Dex +2 Mag +10 Cun +7 Con +15 Lck dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +9 Resists +6% nature +6% acid Phys.save +20 (+5 eff.) Mind.save +27 (+7 eff.) Stealth +11 Silence- +32% Confus- +44% Stun/Frz- +43% A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Dmg.mod +6% fire Res.pen +15% all Apr +15 Melee Ret 4 nature ----- def ----- Resists +6% mind Spell.save +9 (+3 eff.) Die.at -40.00 life Max.HP +220.00 Cut- +24% ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +15 Str +15 Dex +5 Wil +9 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +15 (+4 eff.) ----- def ----- Armour +5 Fatigue +5% ---------- misc Light +3 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 725.2 Physical damage. If the attack hits, the target is confused (47% effect) for 5 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 cap made of leather. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Master While equipped: Stats +7 Str +12 Dex +12 Cun dps ---------- Phys.pwr +15 (+4 eff.) Acc +10 (+2 eff.) Apr +14 ----- def ----- Armour +9 Resists +6% light Phys.save +12 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +80.00 Heal.mod +15% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 33.0 - 36.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +14 Crit +15.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: 10% Set Up 5 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 746 Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Con dps ---------- Phys.pwr +32 (+8 eff.) Spell.pwr +33 (+11 eff.) Mind.pwr +37 (+8 eff.) Dmg.mod +18% temporal +17% nature +16% all Res.pen +10% nature +30% temporal Melee Ret 2 temporal ----- def ----- Resists +6% acid +9% temporal +34% nature Phys.save +20 (+5 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +20 (+5 eff.) Spell.pwr +17 (+5 eff.) Mind.pwr +16 (+4 eff.) Dmg.mod +20% cold +18% nature +8% all Acc +11 (+3 eff.) Apr +14 ----- def ----- Defense +17 (+3 eff.) Resists +6% lightning +40% cold +36% nature ---------- misc Equi/ret +0.04 Hate/m.crit +4.00 Max.hate +2.00 See.Invis +9 Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd 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 159% 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. Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +8 Cun +8 Dex dps ---------- Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Armour +5 Resists +5% all Ignore.dmg +8% Affinity +20% lightning Stun/Frz- +60% Amulets make your neck look great! |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 65% Cun, 35% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 37.5 - 48.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +12 lightning +12 fire While equipped: Stats +7 Str +5 Con dps ---------- Crit.mult +20.00% Phys.pwr +15 (+4 eff.) Dmg.mod +3% mind +13% physical Res.pen +13% physical Acc +23 (+5 eff.) ----- def ----- Disarm- +26% ---------- misc Equi/ret +0.08 Max.hate +4.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+5 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+2 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Master While equipped: Stats +5 Dex dps ---------- Mov.spd +20% Res.pen +5% lightning On Hit (Melee): * 10% chance to slow global speed by 71% ----- def ----- Armour +8 Defense +24 (+4 eff.) Fatigue +8% Resists +18% acid +31% fire Spell.save +9 (+3 eff.) A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 227 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 805% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 676 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 519 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 43% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 3 blight, 4 cold, 4 nature, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 664.02 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 207 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 651 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Con dps ---------- Dmg.mod +12% acid +3% cold Res.pen +15% acid +15% cold Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Phys.save +18 (+4 eff.) Max.HP +125.00 HP.reg +19.00 ---------- misc Masteries +0.40 Technique/Dual techniques Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 25 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 17 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 30 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (145). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +3% Crit.mult +13.00% Spell.pwr +5 (+1 eff.) Dmg.mod +8% acid +6% fire +6% cold +5% lightning Acc +8 (+2 eff.) Apr +13 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Con ----- def ----- Phys.save +17 (+4 eff.) Spell.save +23 (+7 eff.) Mind.save +15 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.40 Technique/Dual techniques +0.40 Technique/Assassination Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 Blind- +18% ---------- misc Stam/turn +0.30 Infravis +5 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 21/30 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. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +20% acid ----- def ----- Resists +40% acid +15% temporal +21% lightning +12% nature +5% arcane Disarm- +20% Confus- +20% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 5 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 183.89 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +9 (+3 eff.) Mov.spd +20% Acc +9 (+2 eff.) ----- def ----- Defense +9 (+1 eff.) Blinding Speed: Puts all charms on 33 cooldown Level 3.9 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun +5 Con dps ---------- Phys.crit +5.0% Melee+ 14 physical Ranged+ 19 physical Dmg.mod +9% physical Apr +5 On Hit (Melee): * 12% chance to reduce all saves and defense by 42 On Hit (Ranged): * 14% chance to reduce all saves and defense by 42 ----- def ----- Defense +20 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +13 (+4 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +7% all ----- def ----- Max.HP +40.00 HP.reg +12.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +5 Mag dps ---------- Spell.pwr +13 (+4 eff.) Mov.spd +20% Acc +10 (+2 eff.) ----- def ----- Defense +11 (+2 eff.) Blinding Speed: Puts all charms on 33 cooldown Level 5.2 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Cun +9 Dex dps ---------- Acc +14 (+3 eff.) ----- def ----- Max.HP +100.00 HP.reg +20.00 Heal.mod +19% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +4 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Spell.save +15 (+5 eff.) ---------- misc Max.stam +24.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +29% nature +5% blight Poison- +23% Disease- +20% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +57.00 HP.reg +18.00 Heal.mod +16% Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T5 dagger 1H weapon [Rare] Arcane Power 37.0 - 48.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +30 cold On Hit: * 20% chance to reduce all saves and defense by 42 While equipped: dps ---------- Dmg.mod +12% darkness +21% mind Res.pen +25% mind +25% nature Melee Ret 6 mind ---------- misc Light +3 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +6 acid +18 nature While equipped: dps ---------- Res.pen +12% acid +6% nature +8% all Acc +9 (+2 eff.) Apr +18 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Psionic Power 29.0 - 37.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Str +10 Dex +4 Mag +4 Wil +5 Cun +7 Con Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Master Power 28.0 - 36.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Res.pen +9% all Acc +23 (+5 eff.) Apr +9 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Master Power 36.5 - 47.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +11% all +14% physical Acc +32 (+7 eff.) Apr +20 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Master/Psionic Power 25.5 - 33.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +6 Con dps ---------- Phys.pwr +13 (+4 eff.) Res.pen +11% physical ----- def ----- Disarm- +18% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Master Power 39.5 - 51.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +15% all +11% physical Acc +22 (+5 eff.) Apr +10 ----- def ----- Disarm- +14% Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+3 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 298.27 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+15 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. 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. Uses 164 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." |
![]() 1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% light +15% nature Res.pen +10% fire Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Resists +7% acid +10% fire +10% lightning +10% cold ---------- misc Light +3 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +8 Dex +7 Cun +7 Lck dps ---------- Phys.crit +6.0% Mind.crit +9% ----- def ----- Stealth +8 ---------- misc T.Disarm +9 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature While equipped: Stats +4 Str +6 Dex +5 Wil +5 Cun ----- def ----- Resists +9% acid +5% fire +7% lightning +7% cold Phys.save +14 (+3 eff.) Spell.save +18 (+5 eff.) Mind.save +14 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +22.00% Res.pen +25% nature Acc +11 (+3 eff.) Apr +10 Melee Ret 8 nature ----- def ----- Defense +2 (+0 eff.) Resists +21% acid +9% fire +6% blight Stealth +9 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +20% blight +20% fire +20% light +15% nature Stealth +10 HP.reg +6.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +17% darkness ----- def ----- Defense +10 (+2 eff.) Resists +13% fire +19% light +16% darkness Stealth +29 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +9 (+1 eff.) Resists +6% acid +13% light +19% fire +7% cold +7% lightning Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 27 power out of 32/32 Activation is instant. 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. |
![]() 2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +6 Str +3 Wil +4 Cun +6 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +3 Phys.save +8 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc Size +1 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +8 Dex +1 Mag +6 Wil +7 Con +15 Lck dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Mind.pwr +9 (+3 eff.) Res.pen +25% physical +20% darkness +35% temporal Melee Ret 2 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Resists +30% darkness +26% temporal Stealth +15 Def/telep +24 Res/telep +18% Dur/telep +30% ---------- misc Light +2 Blindside: Puts all charms on 21 cooldown Level 3.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Str +4 Wil +7 Con dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +33% physical On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Armour +3 Defense +15 (+3 eff.) Phys.save +6 (+1 eff.) Blindside: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Master While equipped: Stats +3 Cun +6 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Res.pen +8% physical ----- def ----- Armour +5 Phys.save +17 (+4 eff.) Mind.save +16 (+4 eff.) A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Mind.pwr +15 (+4 eff.) Melee+ 10 mind Dmg.mod +14% mind Acc +10 (+2 eff.) Apr +8 Melee Ret 6 mind ----- def ----- Armour +8 Resists +8% blight +7% mind Spell.save +17 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +63.00 ---------- misc Psi/ret +0.08 Hate/m.crit +1.00 Unarmed combat: Power 32.5 - 35.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +15 Crit +5.0% Atk.spd 100% On Crit.r2 +10 mind On Hit: 20% Psychic Lobotomy 5 On Hit: 10% Battle Shout 5 On Hit: * 16% chance to slow global speed by 71% * 17% chance to reduce armor by 33% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% Dmg.mod +9% blight +5% arcane ----- def ----- Armour +9 Defense +6 (+1 eff.) Fatigue +3% Resists +4% all Phys.save +11 (+2 eff.) A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +5 Wil +2 Cun +3 Con dps ---------- Phys.pwr +14 (+4 eff.) Dmg.mod +9% fire Melee Ret 6 nature ----- def ----- Armour +5 Fatigue +5% Resists +10% lightning +12% physical +10% temporal Crit.chn- 15.00% Phys.save +15 (+3 eff.) ---------- misc See.Invis +9 A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +7 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +5% darkness Phys.save +14 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 25 cooldown Level 4.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 19 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +12 Str +7 Dex +5 Wil dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +10% physical Phys.save +8 (+2 eff.) Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 725.2 Physical damage. If the attack hits, the target is confused (47% effect) for 5 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 cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature While equipped: Stats +4 Str +3 Dex +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +3% Resists +10% cold ---------- misc Breathe water A cap made of leather. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex dps ---------- Res.pen +5% acid On Hit (Melee): * 10% chance to reduce armor by 33% ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +1 Str +1 Dex +7 Mag +2 Cun dps ---------- Spell.pwr +17 (+5 eff.) S.pwr/crit +4 Dmg.mod +15% light +6% blight Res.pen +12% all Apr +13 Melee Ret 10 arcane 28 fire ----- def ----- Resists +15% darkness +10% fire Affinity +5% light ---------- misc Mana/turn +0.04 Light +12 Sun Flare: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 161.73 light damage. At talent level 3 you gain 23% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(127 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Resists +10% darkness Affinity +5% light Blind- +31% Confus- +16% ---------- misc Light +12 See.Stealth +12 See.Invis +11 Sun Flare: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 161.73 light damage. At talent level 3 you gain 23% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 600.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% darkness +21% nature Res.pen +27% darkness +27% mind +15% nature Melee Ret 8 nature On Hit (Melee): * 21% chance to slow global speed by 71% ----- def ----- Resists +9% mind +9% darkness Setup a psionic shield, reducing all damage taken by 59 for 5 turns Puts all charms on 21 cooldown 100% to heal for 62. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 21 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +2 Str +7 Wil +3 Cun +1 Con dps ---------- Melee Ret 2 blight ----- def ----- Resists +9% blight +15% temporal Crit.chn- 15.00% Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 21 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 422 Puts all charms on 13 cooldown 100% to reduce fatigue by 40% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Sprutipuz the Halfling Rogue level 33
6th Allure 123rd year of Ascendancy at 01:07 see stats
By Sprutipuz the Halfling Rogue level 34
5th Regrowth 123rd year of Ascendancy at 08:40 see stats
By Sprutipuz the Halfling Rogue level 32
2nd Allure 123rd year of Ascendancy at 16:09 see stats
By Sprutipuz the Halfling Rogue level 46
75th Pyre 123rd year of Ascendancy at 20:37 see stats
By Sprutipuz the Halfling Rogue level 39
59th Regrowth 123rd year of Ascendancy at 03:20 see stats
By Sprutipuz the Halfling Rogue level 45
72nd Pyre 123rd year of Ascendancy at 06:18 see stats
By Sprutipuz the Halfling Rogue level 37
42nd Regrowth 123rd year of Ascendancy at 05:53 see stats
By Sprutipuz the Halfling Rogue level 50
77th Dusk 123rd year of Ascendancy at 20:35 see stats
By Sprutipuz the Halfling Rogue level 34
10th Regrowth 123rd year of Ascendancy at 12:53 see stats
By Sprutipuz the Halfling Rogue level 36
37th Regrowth 123rd year of Ascendancy at 17:26 see stats
By Sprutipuz the Halfling Rogue level 35
35th Regrowth 123rd year of Ascendancy at 16:05 see stats
By Sprutipuz the Halfling Rogue level 50
2nd Haze 123rd year of Ascendancy at 20:20 see stats
By Sprutipuz the Halfling Rogue level 19
25th Dusk 122nd year of Ascendancy at 07:04 see stats
By Sprutipuz the Halfling Rogue level 35
25th Regrowth 123rd year of Ascendancy at 09:50 see stats
By Sprutipuz the Halfling Rogue level 50
73rd Dusk 123rd year of Ascendancy at 21:43 see stats
By Sprutipuz the Halfling Rogue level 38
49th Regrowth 123rd year of Ascendancy at 09:33 see stats
By Sprutipuz the Halfling Rogue level 50
61st Dusk 123rd year of Ascendancy at 15:49 see stats
By Sprutipuz the Halfling Rogue level 34
5th Regrowth 123rd year of Ascendancy at 09:06 see stats
By Sprutipuz the Halfling Rogue level 40
59th Regrowth 123rd year of Ascendancy at 18:14 see stats
By Sprutipuz the Halfling Rogue level 48
8th Flare 123rd year of Ascendancy at 06:24 see stats
By Sprutipuz the Halfling Rogue level 10
3rd Mirth 122nd year of Ascendancy at 21:21 see stats
By Sprutipuz the Halfling Rogue level 20
41st Dusk 122nd year of Ascendancy at 17:56 see stats
By Sprutipuz the Halfling Rogue level 30
10th Decay 122nd year of Ascendancy at 03:31 see stats
By Sprutipuz the Halfling Rogue level 40
59th Regrowth 123rd year of Ascendancy at 10:59 see stats
By Sprutipuz the Halfling Rogue level 50
1st Dusk 123rd year of Ascendancy at 12:44 see stats
By Sprutipuz the Halfling Rogue level 50
35th Dusk 123rd year of Ascendancy at 13:50 see stats
By Sprutipuz the Halfling Rogue level 50
14th Dusk 123rd year of Ascendancy at 20:02 see stats
By Sprutipuz the Halfling Rogue level 50
2nd Haze 123rd year of Ascendancy at 20:19 see stats
By Sprutipuz the Halfling Rogue level 50
6th Dusk 123rd year of Ascendancy at 09:42 see stats
By Sprutipuz the Halfling Rogue level 19
30th Dusk 122nd year of Ascendancy at 17:59 see stats
By Sprutipuz the Halfling Rogue level 34
21st Regrowth 123rd year of Ascendancy at 14:53 see stats
By Sprutipuz the Halfling Rogue level 47
1st Flare 123rd year of Ascendancy at 14:03 see stats
By Sprutipuz the Halfling Rogue level 26
1st Decay 122nd year of Ascendancy at 17:53 see stats
By Sprutipuz the Halfling Rogue level 37
37th Regrowth 123rd year of Ascendancy at 23:54 see stats
By Sprutipuz the Halfling Rogue level 10
3rd Mirth 122nd year of Ascendancy at 21:27 see stats
By Sprutipuz the Halfling Rogue level 34
5th Regrowth 123rd year of Ascendancy at 08:40 see stats
By Sprutipuz the Halfling Rogue level 20
54th Dusk 122nd year of Ascendancy at 14:13 see stats
By Sprutipuz the Halfling Rogue level 50
2nd Haze 123rd year of Ascendancy at 20:20 see stats
By Sprutipuz the Halfling Rogue level 50
77th Dusk 123rd year of Ascendancy at 20:35 see stats
By Sprutipuz the Halfling Rogue level 12
8th Flare 122nd year of Ascendancy at 17:32 see stats
By Sprutipuz the Halfling Rogue level 15
15th Dusk 122nd year of Ascendancy at 07:18 see stats
By Sprutipuz the Halfling Rogue level 44
28th Pyre 123rd year of Ascendancy at 15:05 see stats
By Sprutipuz the Halfling Rogue level 20
54th Dusk 122nd year of Ascendancy at 00:42 see stats
By Sprutipuz the Halfling Rogue level 27
4th Decay 122nd year of Ascendancy at 21:15 see stats
By Sprutipuz the Halfling Rogue level 17
22nd Dusk 122nd year of Ascendancy at 17:16 see stats
By Sprutipuz the Halfling Rogue level 31
1st Allure 123rd year of Ascendancy at 08:18 see stats
Log
You gain 2.96 gold from the transmogrification of drakeskin leather belt of dampening.
You gain 0.20 gold from the transmogrification of drakeskin leather belt.
You gain 14.23 gold from the transmogrification of balancing drakeskin leather belt of burglary.
You gain 5.76 gold from the transmogrification of voratun waraxe of shearing (42-58 power, 6 apr).
You gain 17.45 gold from the transmogrification of enhanced voratun waraxe of crippling (38-53 power, 6 apr).
You gain 18.54 gold from the transmogrification of caustic orichalcum trident of evisceration (51-82 power, 16 apr).
You gain 10.43 gold from the transmogrification of infernal dragonbone starstaff (30-36 power, 6 apr, temporal element).
You gain 8.98 gold from the transmogrification of earthen dragonbone starstaff of channeling (30-36 power, 6 apr, darkness element).
You gain 4.87 gold from the transmogrification of dragonbone starstaff of power (30-36 power, 6 apr, physical element).
You gain 7.51 gold from the transmogrification of steady drakeskin leather sling of piercing.
You gain 25.00 gold from the transmogrification of Elemira (59-83 power, 6 apr).
You gain 5.72 gold from the transmogrification of truestriking voratun longsword (42-59 power, 6 apr).
You gain 25.00 gold from the transmogrification of Thundersweep.
You gain 25.00 gold from the transmogrification of Ebonyjam the voratun greatsword (63-101 power, 4 apr).
You gain 12.49 gold from the transmogrification of blazebringer's voratun dagger of ruin (38-49 power, 9 apr).
You gain 8.00 gold from the transmogrification of voratun battleaxe of evisceration (57-86 power, 4 apr).
You gain 6.15 gold from the transmogrification of quick voratun battleaxe of amnesia (54-82 power, 4 apr).
You gain 0.73 gold from the transmogrification of shatter afflictions rune (absorb 79; cd 13).
You gain 1.76 gold from the transmogrification of regeneration infusion (heal 421; 17 cd).
You gain 7.85 gold from the transmogrification of heroism infusion (die at -585; dur 8; cd 27).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Sprutipuz activates Stealth.
Saving done.
Quest 'The Doom of the World!' is done! (Press 'j' to see the quest log)
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 outskirts of Last Hope, with no trace of the portal...
Sprutipuz deactivates Stealth.