Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Half-Cost Category Mastery 1.3.1 Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Ashes of Urh'Rok 1.5.0Official 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.5.0Official 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:
Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Mantis |
Class | Ritch |
Level / Exp | 50 / 2027% |
Size | big |
Lifes / Deaths | Killed by boiling horror at level 16 on the 72nd Dusk 122nd year of Ascendancy at 18:52 2 / 5Killed by worm that walks at level 27 on the 52nd Regrowth 123rd year of Ascendancy at 13:02 Killed by Bethebrerassra at level 28 on the 69th Regrowth 123rd year of Ascendancy at 06:33 Killed by Bethebrerassra's Inner Demon at level 34 on the 44th Pyre 123rd year of Ascendancy at 18:39 Killed by Bethebrerassra at level 34 on the 53rd Pyre 123rd year of Ascendancy at 22:10 |
Primary Stats
Strength | 104 (base 58) |
Dexterity | 114 (base 64) |
Constitution | 73 (base 30) |
Magic | 17 (base 8) |
Willpower | 84 (base 63) |
Cunning | 101 (base 62) |
Resources
Life | 4090/4090 |
Fury | 264/264 |
Stamina | 422/422 |
Equilibrium | 118 |
Healing Factor | 2.1222238158432 |
Regeneration | 52.10059467895 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +15.071594523958% |
Spell | 0% |
Global | +143.03797468355% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 12 |
See Stealth | 5.418941097237 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Barehand
Damage | 90 |
Accuracy | 91 |
Crit Chance | 112% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 56% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 61% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +31% |
Light | +21% |
Blight | +38% |
Arcane | +17% |
Fire | +21% |
All | +11% |
Offense: Damage Penetration
Arcane | +23% |
Darkness | +28% |
All | +13% |
Nature | +23% |
Defense: Base
Armour (hardiness) | 168.88723564463 (68.88899513029%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | -7.6029906410339 |
Physical Save | 51 |
Spell Save | 35 |
Mental Save | 48 |
Defense: Resistances
Acid | + 22%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 34%( 70%) |
All | + 14%( 70%) |
Lightning | + 32%( 70%) |
Light | + 57%( 70%) |
Temporal | + 40%( 70%) |
Darkness | + 53%( 70%) |
Mind | + 22%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 35% |
Inscriptions (0/0)
Class Talents
Wild-child / Metal Rending | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-child / Fervency | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-heart / Stinger | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-heart / Strewn | 1.10 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Blink drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-child / Extravagancy | 1.10 |
| 5/5 |
| 5/5 |
| 7/5 |
| 5/5 |
Wild-heart / Firestarter | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-heart / Bloodletting Beast | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Ego / Mantis | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Wild-heart / Hoarding Beast | 0.90 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-child / Cold-Blooded | 1.50 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-heart / Natural Combat | 1.20 |
| 5/10 |
| 10/10 |
| 10/10 |
| 3/10 |
| 10/10 |
| 1/10 |
| 1/10 |
| 10/10 |
Wild-heart / Burrowing Beast | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-heart / Martial Training | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Inner Animal | 1.10 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/10 |
| 2/10 |
| 10/10 |
| 10/10 |
Wild-child / Cutting Edge | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Wild-heart / Wing Pod | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 0.80 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Metalbolism |
talent | Predator Stance |
talent | Soothing Shell |
talent | Phased Wyrm |
talent | Macabre End |
talent | Apply Poison |
talent | Open Veins |
talent | Wild Savagery |
talent | Ignis Infernus |
talent | Swordbreaker |
talent | Lacerating Strikes |
talent | Strong-Arm |
beneficial effect | You have fashioned makeshift protection out of (Trimmed) Borosk's Hate (36-57.6 power, 46 apr) [durability 713/928], granting you 30.7 armor, causing 67.4 physical damage over time to attackers, and giving you various bonuses based on the weapon's properties. Bladed Mail* You are gaining 'wielder' effects from this weapon. --------------------- Type: weapon / greatsword ; tier 5 When wielded/worn: Armour: +36 Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault |
beneficial effect | ... Kill... Destroy... Maim... Mangle... Savagery |
beneficial effect | You have Windborne Azurite in your mouth: Clasping[Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning |
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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Elusiveness (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Nature Hardened (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Lick Wounds (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Growing Bones (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Savage Strength (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Savage Strength (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Savage Strength (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Lick Wounds (+1 level(s)). | done |
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 talent Elusiveness (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past 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. Go tell the Summoner what you saw! | done |
- You have just received a big lead-- An explanation why you couldn't find what you have been looking for: The source of your anxiety is not on Maj'Eyal, but rather, to the Far East. Jogging memories (part 3)- For some reason, the Summoner seems unusually confident about how you could get there-- But feels a great deal of worry about how safe it would be to send you outside of his range. - You must find a POWERFUL source of natural energies that may be used to fuel you during your long-distance travel to the east... * You explored the Spellblaze Mark and only found a maniacal Rhalore bent on world destruction. Unfortunately, his altar had nothing to offer you... * You explored an old crypt of dead and mummified shaloren. There were powerful, magical artifacts indeed, but unfortunately, they were all mostly arcane... * You explored a hidden compound of enslaved, gladiatorial men-- whether you were their savior or not is debatable. Unfortunately, they did not have anything... * You explored some old ruins and solved a centuries-old riddle. Unfortunately, all you found were a set of stairs, and something tells you you don't want to go down them... Yet. * You explored the Last Hope Graveyard and found the wailing spirit of a banshee. Unfortunately, there were no powerful artifacts within the disturbed tomb... * You explored Tempest Peak and encountered a maniacal storm mage. Unfortunately, despite all that lightning, you found no usable sources of power... * You explored an abandoned complex and found a mutant human created through experiments. Unfortunately, he offered you no solutions to your problems... * You were lured into a cellar full of cultists that wanted to summon a demon. Unfortunately, the woman you found cannot (conventionally) be used as a fuel source... * Upon trying to inform The Summoner, the 'butler' (a voice even more overpowering than The Summoner's himself) warned you not to tell him... Yet. - By the Summoner's command, you are now to investigate Dreadfell! You are warned of powerful blighted energies, however. * You have braved the dreaded Dreadfell and defeated the powerful master within! It seems he had acquired a powerful artifact at some point... | done |
You have taken the Farportal and successfully arrived in the east. Ironically, now that you are here, you must find a way back as soon as possible. Again, it's strange: How did The Summoner know this portal would only be one-way...?! Journey to the West- You were warned that your time would be limited with ONLY your orb. You MUST find a way back! - You found out The Summoner's true name: It was Gandnalli! - It turns out The Summoner did, indeed, know of Sunwall long before anyone else in Maj'Eyal. In fact, he was a sympathizer for them against antimagics! Either way, Aeryn has suggested a way of returning home-- An old tinkerer at the north-east of town... - Zemekkys appears to have helped The Summoner reach Maj'Eyal in the past, but will say no more than that. No doubt, he can help you get back as well, but you'll need to do some tasks... - You got back home safely! Go tell The Summoner what has transgressed! - It seems, as usual, The Summoner is not in his usual place. Without a direct link, you can't tell precisely where he is, however... - You found the Summoner! | 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. | active |
In your hands (figuratively), you hold a staff of unquestionably immense power. You instantly sense that this artifact might be the key to solving one step of your problems... You'd best inform The Summoner. Lost MagicIn the midst of your battle with the orcs, you were absorbed by the staff of absorption. Luckily, you and the staff were later found by The Summoner. He intends to use the staff to send you to the east... But how? You defeated your opponent and created an orb out of its essence! Using the Staff of Absorption, you have created yourself a Lifelink-- something along the lines of a battery. With this, you should have absolutely no issues journeying to the Far East. There, you should find this elusive 'Truth'... You have made it to the Far East! | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Born KillerWith that said, you have become a Ritch. What could this possibly mean...? *** Investigation You recall being a connoisseur of knives and blades. Surely, you need only examine a few about the world before finding one that once changed hands with you. - (Icy Kill) This blade seems to possess a part of the spirit of an associate who was killed by his own tricks. Examining this, you get chilling reminders of how your own death was carried out... - (Silent Blade) A weapon used by yourself and all of your friends and associates. It seems you were a silent assassin of some sort. - (Spell Drinker) One of your favorite tools-- Not as a weapon, but an improvised cure. It seems you frequently fought mages... - (Umbral Razor) You recall this being a gift from the mages of Angolwen. Strange... You even knew the name of the place. Have you been there before...? - (Shantiz the Stormblade) You recall getting zapped by this blade in a fight. What kind of people were you dealing with that would have THIS kind of weapon...?! - (Lifedrinker) Though the blade itself is uninteresting, you recall this only being one of many sinister weapons you have used in the past. - (Kinetic Spike) What would seem like a technically-complicated weapon to you was a trivial matter to understand. Where did this advanced knowledge of technology come from...? - You have come to a conclusion: You were one that certainly admired blades-- You were obsessed, even. On a daily basis, you changed and admired blades, switching from one to another by pure whimsy-- And it made you unnaturally skilled at both using and crafting them. You have also conquered vicious warriors, dispelled magical spellcasters, and analyzed psionic devices. Nothing could surprise you-- You were invincible-- Untouchable, even. ... So then, what could your cause of death have possibly been...? There is no doubt: Whatever killed you was premeditated-- A trap of some sort. The most likely answer...? Betrayal... *** "Murder" You died... Or, were you killed? What exactly happened on that day...? How could you possibly retrace your steps...? - There was a blade involved. Yours...? Theirs...? Whose... - ... Yes, it was you-- You were punctured. - But wait-- So were they. He taunted you in his death, describing the poison he'd coated the blade with. - It was a spiteful, last-ditch attempt at trumping you. For some reason, it seems he intended to take you down with him. - You were betrayed; the one you were targetting somehow got away, despite how certain his death was. Someone helped him... And left you to die. - You spent every last second burning that painful sensation into your mind. It proved useful, as THIS is what has allowed you to recall these moments! - As your life was beginning to fade, you begun reflecting on your past, considering how terribly you've caused all your victims to suffer. - The pain was beginning to drive you mad. So mad, the prospect of stopping your own heart seemed more appealing than enduring the pain any longer... - It seems you have figured out the mystery: It turns out... You were never killed. Despite how dire your circumstances were, you chose to end your own life, the prideful assassin that you were. With this figured out, the mystery of your past is becoming all that much more clearer now... - You have all the pieces to this puzzle-- But now, you need to, somehow, organize your thoughts and paint the final picture... - Through the power of the Mnemonic, you have discovered who you really are; not a single trace left behind. You managed to discover the truth behind your past. You don't know whether this has made you more or less determined, as you have always been too busy to really have it on your mind anyways. ... Though, you feel a small part in you, thanking you-- Perhaps, this is the "previous" you? Either way, you feel a great deal of relief, now with a completely clear, focused mind. | done |
It seems much has occurred while you have been gone. The Summoner has given you a checklist of things you must accomplish in order to truly purify Maj'Eyal of evil: Returning Evils- "A giant corrupted tree?? Really now, nature has no place for such a thing! At least now, the forest is safe..." - "A spider capable of commanding celestial magics?? Incredible! It is, indeed, as I had surmised: Nature IS evolving!" - "A depressed sun paladin?? What could an anorithil be doing all the way out here?! The soul must have fallen into a portal... Or was pushed in." - Within the Daikara Mountains, you discovered Massok: a massive, dragon-slaying orc. Go tell The Summoner! - Within Dreadfell, you discovered Pale Drake: a cunning, fiery skeleton mage. Go tell The Summoner! - "A giant blighted sandworm?? Oh dear... Was the queen containing this terrible fiend? Well, it is dealt with now, at least..." - "A crystalline replica of yourself?? Amazing! I wish I could have seen this for myself! Imagine: Crystalline animals!" - "The very spirit of Kor'Pul himself?? My gosh... Another restless dead... I only wish we could have settled him more... Amicably." - Within Reknor, you discovered the Lithfengel: a massive, powerful demon commanding blight and ash. Go tell The Summoner! Maj'Eyal is now a safe place, thanks to your hard work! | done |
The Summoner is really starting to lose it. He wants you to bring him the Awakened Staff of Absorption so that he could "show" you something... Saying Farewell... It is quite likely what he is about to show you is his own demise... And yet, there might still be some substance behind this. Worst case scenario: You become immortal. - The Summoner's parting gift was an orb filled with his natural energies. Simply clasping it permanently removes all necessity for a lifelink. One might say this is the end of your journey and his-- But you can feel his will within the orb, stressing to you: "No. This is only the beginning." | 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 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: 3715. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. 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. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Tool | Assassin's Touch Assassin's Touch1.00 Encumbrance. [Unique] Type: tool / trophy ; tier 2 When wielded/worn: Talent masteries: +0.20 Wild-child / Cold-Blooded +0.20 Cunning / Poisons Talent granted: +1 Apply Poison A trophy from Assassin Lord. Their body was savaged in various ways (10 overkill). You estimate its worth at 13.27 gold. Not so much the Assassin Lord's head-- But a small vial of poison he used for coating his weapons... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +15% darkness Grants telepathy: Demon/Minor Demon/Major Talent granted: +10 Telekinetic Blast Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +3.00 Mental crit. chance: +3% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 151 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +6 Dex / +8 Cun / +10 Con Changes resistances: +21% lightning / +5% arcane Changes damage: +27% blight Physical save: +7 (+2 eff.) Stun/Freeze immunity: +23% Life regen: +2.30 Stamina each turn: +1.00 Maximum life: +49.00 Movement speed: +10% Amulets can have magical properties. |
In mouth | ![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (138 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +10 Dex / +4 Con Changes resistances: +9% acid / +36% darkness / +23% cold / +3% nature / +20% light Changes resistances penetration: +10% arcane / +10% nature Changes damage: +6% arcane Allows you to breathe in: water Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 (+6 eff.) Spell crit. chance: +2% Infravision radius: +8 A cap made of leather. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+5 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 18 power out of 18/18) : Effective talent level: 4.8 Power cost: 18 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 46.03 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. 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. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 594 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 573 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: 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 19% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+5 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+5 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 106.21 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. |
![]() Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 193.14 to 579.42 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 485.07 to 970.14 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +12 (+3 eff.) Changes damage: +10% all Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() Requires: - Talent Engraft Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 Base power: 42.0 - 67.2 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +38 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Armour: +21 Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Durability: 928/928 Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() Requires: - Talent Engraft Infused by psionic forces 8.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 Base power: 29.4 - 47.0 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness When wielded/worn: Armour: +15 Durability: 623/623 The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 125% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +38 cold Burst (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +12 (+4 eff.) Changes stats: +2 Dex / +2 Con Changes resistances penetration: +16% acid / +17% fire / +14% lightning / +19% cold Grants telepathy: Humanoid/Orc Disarm immunity: +53% See invisible: +6 Massive two-handed swords. |
![]() Requires: - Talent Engraft Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +15 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Armour: +23 Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+11 eff.) Spell crit. chance: +8% Durability: 928/928 It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: 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 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() Requires: - Talent Engraft Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 56.5 - 79.1 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +36 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +53% Damage (Melee): +14 lightning When wielded/worn: Armour: +28 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes damage: +12% arcane / +12% light Durability: 928/928 Sharp, long, and deadly. |
![]() Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 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 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 (+21 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." |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
![]() Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+15 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+10 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to inflict 15% damage reduction Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +13 Cun / +5 Wil Changes resistances: +15% acid / +10% temporal / +12% darkness / +15% fire / +13% cold / +30% lightning Changes resistances penetration: +20% arcane Changes damage: +6% arcane Critical mult.: +5.00% Mana each turn: +0.08 Mindpower: +5 (+2 eff.) A cap made of leather. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Defense: +3 (+1 eff.) Changes stats: +17 Mag / +7 Wil / +2 Cun Changes resistances: +18% physical / +12% light / +9% cold / +9% mind / +19% darkness Changes damage: +15% acid / +20% physical / +20% darkness / +15% lightning / +13% fire / +15% arcane / +9% cold Spell save: +15 (+6 eff.) Maximum hate: +15.00 Spellpower: +5 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Damage when hit (Melee): 20 arcane / 16 light Changes resistances: +29% acid / +30% cold / +30% fire / +5% arcane / +28% lightning Changes resistances penetration: +15% light Changes damage: +12% light Stamina when hit: +2.60 Equilibrium when hit: +3.00 Infravision radius: +4 A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +2 Dex / +3 Wil / +3 Cun Mental save: +7 (+2 eff.) Light radius: +1 A cap made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +4 Mag / +15 Wil / +10 Cun / +6 Con Physical save: +32 (+10 eff.) Mental save: +10 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +30.00 Mindpower: +12 (+3 eff.) Damage Shield penetration: +40% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
2 black pearl 2 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; 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 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; 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 Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +7 Str / +1 Dex / +6 Wil Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Grants telepathy: Demon/Minor Demon/Major Maximum life: +23.00 Maximum stamina: +21.00 Lowers spell cool-downs by: 10% Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Changes stats: +3 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Gems can be sold for money or used in arcane rituals. |
Brilliant Orb of the Summoner Brilliant Orb of the SummonerInfused by nature 1.00 Encumbrance. [Plot Item] Type: orb / lifelink ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +5 Lck When carried: Activating this item is instant. This item can be held in the mouth. It can be used to tap into The Summoner's power, costing 10 power out of 99901/100000. An orb containing the spirit of The Summoner. Its touch invigorates you, reminding you of The Summoner's resplendent aura. |
Orb of the War Hound Orb of the War HoundInfused by nature 1.00 Encumbrance. [Plot Item] Type: orb / lifelink ; tier 5 When wielded/worn: Movement speed: +20% When carried: Activating this item is instant. This item can be held in the mouth. It can be used to tap into The Summoner's power, costing 10 power out of 29902/30000. An orb containing the spirit of a War Hound. Its touch makes your body feel absurdly light and agile. |
![]() Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +8% blight / +7% darkness Spellpower: +11 (+6 eff.) Spell crit. chance: +3% Light radius: +5 Infravision radius: +5 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 38 blight damage or heals 41 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 90 fire burn damage When used in a prism: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 404.14 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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 187/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
8 enormous geode 8 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 large geode 2 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes damage: +6% fire Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-2 turns) Talents granted: +1 Invoke Tentacle +8 Rushing Claws Mental save: +12 (+4 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +40 It can be used to harden the skin for 7 turns increasing armour by 67 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +2 Dex / +3 Mag / +1 Con Grants telepathy: Demon/Minor Demon/Major Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +5 Lay Web Maximum mana: +40.00 See invisible: +9 It can be used to heal a target within range 9 (based on Willpower) for 180, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Briagh's Jaws Briagh's Jaws1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 5 A trophy from Briagh, Great Sand Wyrm. Their body was savaged in various ways (244 overkill). You estimate its worth at 39.50 gold. This worm's got quite the bite! You're no alchemist, but you bet it could turn coal into gold, if done correctly... |
Bullhorns Mantlepiece Bullhorns Mantlepiece15.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 3 When carried: Changes stats: +5 Str / +5 Wil / +5 Con A trophy from Minotaur of the Labyrinth. Their body was savaged in various ways (21 overkill). You estimate its worth at 20.21 gold. Nothing quite makes you feel strong like having a bull's head as a mantlepiece! |
Dragon Compass Dragon Compass1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 6 It will warn you of the presence of hostile dragons in a 10 radius. A trophy from Massok the Dragonslayer. Their body was savaged in various ways (5154 overkill). You estimate its worth at 46.85 gold. You're honestly not sure what you're going to do with this orc's head. However, it always seems to know where dragons are-- Sometimes. |
Earthen Heart Earthen Heart21.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 3 When carried: Changes stats: +5 Str / +5 Con Talent mastery: A trophy from Harkor'Zun. Their body was savaged in various ways (176 overkill). You estimate its worth at 23.89 gold. To the untrained eye, a lump of rock. Otherwise, the head of a mighty earth elemental! |
Guilt and Accusation Guilt and Accusation1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 1 When carried: Damage (Melee): 5 % chance of gloom effects Changes stats: -10 Lck A trophy from Ben Cruthdar, the Cursed. Their body was savaged in various ways (7 overkill). You estimate its worth at 6.98 gold. A small amount of the curse still remains within this man's severed finger. |
Humanoid Compass Humanoid Compass1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 5 When carried: It will warn you of the presence of hostile humanoids in a 10 radius. A trophy from Warmaster Gnarg. Their body was savaged in various ways (759 overkill). You estimate its worth at 41.34 gold. This orc's eyes promptly pry open when in the presence of humans... |
Rak'Shor Pact Rak'Shor Pact1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 6 When carried: Talent mastery: +0.10 Blighted / Soul Eater A trophy from Rak'Shor Cultist. Their body was savaged in various ways (922 overkill). You estimate its worth at 46.85 gold. His power to draw out evil was lost, but his attunement with souls was not! |
Sanctity of Nature Sanctity of Nature1.00 Encumbrance. [Unique] Type: ornament / trophy ; tier 6 When wielded/worn: Changes stats: +10 Lck Chance to avoid any damage: +3% A trophy from Snaproot. Their body was savaged in various ways (926 overkill). You estimate its worth at 52.36 gold. It's miraculous how this single leaf survived Snaproot's flames... Perhaps it can make YOU just as lucky...? |
Varsha's Wrath Varsha's Wrath1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 3 When carried: Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 100 power out of 200/200) : Effective talent level: 1.0 Power cost: 100 out of 200/200. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 5. Any target caught in the area will take 242.91 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A trophy from Varsha the Writhing. Their body was savaged in various ways (31 overkill). You estimate its worth at 22.05 gold. This fiery dragon's head still smoulders with hot wrath. Maybe you should point it AWAY from yourself... |
Waking Dream Waking Dream1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 2 When carried: Physical save: -10 (-4 eff.) Mental save: -10 (-3 eff.) Mindpower: +20 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A trophy from The Dreaming One. Their body was savaged in various ways (7 overkill). You estimate its worth at 7.68 gold. You aren't quite sure what you're holding in your hands, but it makes you feel dreamy, yet lucid. |
6 sugilite 6 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
12 tanzanite 12 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
7 tiger's eye 7 tiger's eye0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
WINNER!
Having recalled your cutthroat roots, you consider, once again, becoming an assassin for hire.
... But what madman would pay money to a dangerous, bloodthirsty insect such as yourself...??
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.
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.
Along the way, you managed to discover who you really were, affirming your individual identity.
... And so, Bethebrerassra, though having sought the heavens and divided the earth, did not feel satisfied with her conquest-- She sought more than that.
Bethebrerassra walks away from High Peak, dissatisfied, in search of more that requires her aid; a wandering avatar of nature, doing all that nature decrees...
However, your story does not yet have closure:
Back in Maj'Eyal, The Summoner is still yet unaware of your whereabouts. You should tell him the good news.
Achievements
By Bethebrerassra the Mantis Ritch level 34
68th Pyre 123rd year of Ascendancy at 15:16 see stats
By Bethebrerassra the Mantis Ritch level 21
48th Haze 122nd year of Ascendancy at 09:20 see stats
By Bethebrerassra the Mantis Ritch level 38
4th Mirth 123rd year of Ascendancy at 17:30 see stats
By Bethebrerassra the Mantis Ritch level 43
4th Dusk 123rd year of Ascendancy at 04:06 see stats
By Bethebrerassra the Mantis Ritch level 50
57th Haze 123rd year of Ascendancy at 00:14 see stats
By Bethebrerassra the Mantis Ritch level 50
3rd Regrowth 124th year of Ascendancy at 07:40 see stats
By Bethebrerassra the Mantis Ritch level 37
2nd Mirth 123rd year of Ascendancy at 10:46 see stats
By Bethebrerassra the Mantis Ritch level 50
20th Regrowth 124th year of Ascendancy at 20:03 see stats
By Bethebrerassra the Mantis Ritch level 46
52nd Dusk 123rd year of Ascendancy at 11:43 see stats
By Bethebrerassra the Mantis Ritch level 12
21st Dusk 122nd year of Ascendancy at 06:09 see stats
By Bethebrerassra the Mantis Ritch level 35
77th Pyre 123rd year of Ascendancy at 08:39 see stats
By Bethebrerassra the Mantis Ritch level 32
22nd Pyre 123rd year of Ascendancy at 04:41 see stats
By Bethebrerassra the Mantis Ritch level 34
53rd Pyre 123rd year of Ascendancy at 21:19 see stats
By Bethebrerassra the Mantis Ritch level 22
56th Haze 122nd year of Ascendancy at 22:03 see stats
By Bethebrerassra the Mantis Ritch level 34
53rd Pyre 123rd year of Ascendancy at 15:09 see stats
By Bethebrerassra the Mantis Ritch level 29
15th Pyre 123rd year of Ascendancy at 00:07 see stats
By Bethebrerassra the Mantis Ritch level 34
74th Pyre 123rd year of Ascendancy at 05:40 see stats
By Bethebrerassra the Mantis Ritch level 17
73rd Dusk 122nd year of Ascendancy at 15:15 see stats
By Bethebrerassra the Mantis Ritch level 44
4th Dusk 123rd year of Ascendancy at 04:29 see stats
By Bethebrerassra the Mantis Ritch level 10
4th Flare 122nd year of Ascendancy at 06:35 see stats
By Bethebrerassra the Mantis Ritch level 20
46th Haze 122nd year of Ascendancy at 10:53 see stats
By Bethebrerassra the Mantis Ritch level 30
15th Pyre 123rd year of Ascendancy at 04:51 see stats
By Bethebrerassra the Mantis Ritch level 40
9th Flare 123rd year of Ascendancy at 16:16 see stats
By Bethebrerassra the Mantis Ritch level 50
62nd Dusk 123rd year of Ascendancy at 15:23 see stats
By Bethebrerassra the Mantis Ritch level 50
38th Regrowth 124th year of Ascendancy at 07:44 see stats
By Bethebrerassra the Mantis Ritch level 50
17th Regrowth 124th year of Ascendancy at 20:12 see stats
By Bethebrerassra the Mantis Ritch level 41
2nd Dusk 123rd year of Ascendancy at 05:56 see stats
By Bethebrerassra the Mantis Ritch level 50
8th Regrowth 124th year of Ascendancy at 03:17 see stats
By Bethebrerassra the Mantis Ritch level 15
50th Dusk 122nd year of Ascendancy at 00:34 see stats
By Bethebrerassra the Mantis Ritch level 26
4th Decay 122nd year of Ascendancy at 08:40 see stats
By Bethebrerassra the Mantis Ritch level 22
57th Haze 122nd year of Ascendancy at 03:56 see stats
By Bethebrerassra the Mantis Ritch level 26
51st Regrowth 123rd year of Ascendancy at 03:04 see stats
By Bethebrerassra the Mantis Ritch level 22
57th Haze 122nd year of Ascendancy at 03:56 see stats
By Bethebrerassra the Mantis Ritch level 36
77th Pyre 123rd year of Ascendancy at 10:00 see stats
By Bethebrerassra the Mantis Ritch level 50
22nd Regrowth 124th year of Ascendancy at 03:25 see stats
By Bethebrerassra the Mantis Ritch level 21
48th Haze 122nd year of Ascendancy at 09:20 see stats
By Bethebrerassra the Mantis Ritch level 29
15th Pyre 123rd year of Ascendancy at 00:07 see stats
By Bethebrerassra the Mantis Ritch level 7
1st Mirth 122nd year of Ascendancy at 04:32 see stats
By Bethebrerassra the Mantis Ritch level 21
48th Haze 122nd year of Ascendancy at 09:20 see stats
By Bethebrerassra the Mantis Ritch level 50
22nd Regrowth 124th year of Ascendancy at 03:26 see stats
By Bethebrerassra the Mantis Ritch level 37
4th Mirth 123rd year of Ascendancy at 03:20 see stats
By Bethebrerassra the Mantis Ritch level 9
10th Mirth 122nd year of Ascendancy at 01:38 see stats
By Bethebrerassra the Mantis Ritch level 50
21st Haze 123rd year of Ascendancy at 01:52 see stats
By Bethebrerassra the Mantis Ritch level 25
2nd Decay 122nd year of Ascendancy at 02:43 see stats
By Bethebrerassra the Mantis Ritch level 18
2nd Haze 122nd year of Ascendancy at 16:56 see stats
By Bethebrerassra the Mantis Ritch level 32
23rd Pyre 123rd year of Ascendancy at 17:42 see stats
Log
You are yanked out of this place!
Rested for 59 turns (stop reason: dialog is displayed).
You gain 25.00 gold from the transmogrification of Trophy of Linaniil, Supreme Archmage of Angolwen.
You gain 25.00 gold from the transmogrification of Trophy of Archmage Tarelion.
You gain 3.36 gold from the transmogrification of blazing pouch of dwarven-steel shots of wind (20/20, 33-39.6 power, 3 apr).
You gain 1.31 gold from the transmogrification of prismatic steel plate armour (4 def, 9 armour).
You gain 1.94 gold from the transmogrification of enveloping linen cloak of Eldoral (8 def, 0 armour).
You gain 1.25 gold from the transmogrification of cashmere cloak of the Shaloren (2 def, 0 armour).
You gain 6.47 gold from the transmogrification of plaguebringer's dwarven-steel waraxe of erosion (18-25.2 power, 4 apr).
You gain 1.74 gold from the transmogrification of steel mace of erosion (14.5-20.3 power, 3 apr).
You gain 3.13 gold from the transmogrification of insidious dwarven-steel greatmaul of massacre (48-72 power, 2 apr).
You gain 3.28 gold from the transmogrification of blazebringer's steel greatmaul (27.5-41.25 power, 2 apr).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Bethebrerassra deactivates Ignis Infernus.
Bethebrerassra deactivates Phased Wyrm.
Bethebrerassra deactivates Metalbolism.
Bethebrerassra deactivates Soothing Shell.
Bethebrerassra deactivates Lacerating Strikes.
Bethebrerassra deactivates Apply Poison.
Bethebrerassra deactivates Swordbreaker.
Bethebrerassra deactivates Wild Savagery.
Bethebrerassra deactivates Open Veins.
Bethebrerassra deactivates Strong-Arm.
Bethebrerassra deactivates Predator Stance.
Bethebrerassra deactivates Macabre End.