Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Skirmisher |
Level / Exp | 50 / 2832% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 49 (base 23) |
Dexterity | 121 (base 60) |
Constitution | 74 (base 42) |
Magic | 37 (base 13) |
Willpower | 108 (base 64) |
Cunning | 110 (base 60) |
Resources
Life | 1935/1935 |
Stamina | 491/491 |
Equilibrium | 50 |
Healing Factor | 1.7651680505321 |
Regeneration | 96.565604546168 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +96.353718395664% |
Vision
Sight | 8 |
Lite | 14 |
Infravision | 7 |
See Stealth | 71.470155564056 |
See Invisible | 71.470155564056 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 251 |
Accuracy | 101 |
Crit Chance | 103% |
APR | 70 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 9.3333333333333 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 60% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Light | +24% |
Physical | +23% |
Nature | +34% |
Arcane | +15% |
Acid | +29% |
All | +9% |
Offense: Damage Penetration
Darkness | +36% |
Physical | +71% |
Nature | +51% |
Fire | +41% |
Arcane | +51% |
Mind | +36% |
All | +26% |
Defense: Base
Armour (hardiness) | 96.821826695789 (100%) |
Defense | 87 |
Ranged Defense | 87 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 60 |
Mental Save | 46 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 65%( 70%) |
Arcane | + 48%( 70%) |
Cold | + 70%( 70%) |
All | + 39%( 70%) |
Darkness | + 66%( 80%) |
Light | + 64%( 70%) |
Temporal | + 51%( 70%) |
Physical | + 51%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 51%( 70%) |
Nature | + 60%( 70%) |
Defense: Immunities
Pinning Resistance | 44% |
Bleed Resistance | 20% |
Confusion Resistance | 20% |
Stun Resistance | 100% |
Disarm Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 28% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 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 840% 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 Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 317 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 741 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 901% 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 Dexterity stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Cunning / Called Shots | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Insidious Poison |
talent | Trained Reactions |
talent | Bombardment |
talent | Antimagic Shield |
talent | Apply Poison |
talent | Elemental Harmony |
talent | Pace Yourself |
talent | Numbing Poison |
talent | Counter Shot |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity 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 Shardskin. * 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 |
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. | 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. You have been shown a secret entrance to his stronghold. * 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots 'Nagorn' (0 def, 5 armour) pair of drakeskin leather boots 'Nagorn' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Changes stats: +12 Lck / +8 Dex Critical mult.: +5.00% Stealth bonus: +12 Disease immunity: +20% Life regen: +11.00 Stamina each turn: +3.00 Healing mod.: +20% A pair of boots made of leather. |
Quiver | Iveminne the pouch of voratun shots (22/22, 72-87 power, 6 apr) Iveminne the pouch of voratun shots (22/22, 72-87 power, 6 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 72.5 - 87.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 167 physical damage Travel speed: +400% When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Light source | dwarven lantern 'Mayoldatta' dwarven lantern 'Mayoldatta'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +4 Changes stats: +6 Wil Changes resistances penetration: +20% physical / +25% arcane / +15% all Critical mult.: +16.00% Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Yaldan Baoth (0 def, 10 armour) =str/con= Yaldan Baoth (0 def, 10 armour) =str/con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 28 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 197.80 arcane damage and stunned) Activation costs 68 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | Yvabrevea the Cobravault [power 370] (11 cooldown) Yvabrevea the Cobravault [power 370] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +13 Mag Changes resistances: +4% physical Changes resistances penetration: +25% physical It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 455 physical damage Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Belahor the Infernotrail Belahor the InfernotrailInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+5 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 68% Damage when hit (Melee): 4 mind Changes stats: +10 Cun / +9 Dex Changes resistances: +40% acid / +9% cold / +6% light / +12% lightning Changes resistances penetration: +15% fire Changes damage: +20% acid Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 28 cooldown : Effective talent level: 5.5 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
On fingers | Poressra the Murkblast Poressra the MurkblastInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects when hit in melee: * 39% chance to reduce strength, dexterity, and constitution by 5 * 37% chance to reduce damage dealt by 32% Damage when hit (Melee): 2 darkness Changes resistances: +15% acid / +14% physical Changes resistances penetration: +10% darkness Changes damage: +12% darkness / +14% physical Disarm immunity: +35% Pinning immunity: +44% Knockback immunity: +28% Life regen: +16.00 Maximum life: +110.00 Healing mod.: +17% Rings make your fingers look great! |
Around neck | Yviba YvibaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +17 Fatigue: -9% Changes stats: +8 Dex / +8 Wil / +10 Cun / +7 Con Critical mult.: +17.00% Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Spell save: +9 (+2 eff.) Cut immunity: +20% Confusion immunity: +20% Life regen: +5.00 Stamina each turn: +1.00 Movement speed: +10% Amulets make your neck look great! |
In main hand | Tempestrupture the drakeskin leather sling Tempestrupture the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to slow global speed by 68% Damage (Ranged): +16 lightning When wielded/worn: Accuracy: +53 (+9 eff.) Armour penetration: +10 Physical crit. chance: +19.0% Changes resistances penetration: +10% mind / +11% all Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Slings are used to hurl stones or metal shots at your foes. |
Around waist | drakeskin leather belt 'Gorynik' drakeskin leather belt 'Gorynik'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 Physical crit. chance: +19.0% Physical power: +14 (+3 eff.) Armour: +8 Changes stats: +5 Cun / +6 Dex Changes resistances: +1% physical Critical mult.: +13.00% Spell save: +11 (+3 eff.) Stamina each turn: +3.00 Mental crit. chance: +7% Size category: +1 A belt that goes around your waist. |
In off hand | voratun shield 'Duskwilder' (0 def, 22 armour, 74-88 power, 197 block) voratun shield 'Duskwilder' (0 def, 22 armour, 74-88 power, 197 block)Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.5 - 88.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +197 On weapon hit: * 20% chance to reduce damage dealt by 32% On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +17 nature When wielded/worn: Physical crit. chance: +7.0% Physical power: +11 (+2 eff.) Armour: +22 Fatigue: +8% Damage when hit (Melee): 8 darkness Changes resistances: +22% lightning / +1% physical / +15% nature / +23% blight Talent granted: +1 Block Maximum life: +91.00 Handheld deflection devices. |
Cloak | Beregadir the elven-silk cloak (3 def, 11 armour) Beregadir the elven-silk cloak (3 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Armour: +11 Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +5 Str / +4 Dex / +4 Cun / +10 Con Changes resistances: +22% cold Changes damage: +6% arcane Talent mastery: +0.30 Technique / Combat training Spell save: +12 (+3 eff.) Stamina each turn: +1.20 Maximum life: +110.00 Maximum stamina: +34.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +10% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
stralite amulet 'Cyrydagawen' stralite amulet 'Cyrydagawen'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Changes resistances: +6% acid / +26% cold / +26% fire / +23% temporal Changes resistances penetration: +10% acid / +25% blight Changes damage: +9% acid Critical mult.: +17.00% Pinning immunity: +34% Knockback immunity: +31% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 7 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. |
sneakthief's stralite ring of speed sneakthief's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+3 eff.) Defense: +5 (+1 eff.) Changes stats: +5 Cun / +7 Dex Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 28 cooldown : Effective talent level: 5.5 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 136 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." |
Flameseam the pair of voratun boots (0 def, 5 armour) Flameseam the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +4 Dex / +2 Mag / +5 Wil / +8 Cun Changes resistances penetration: +15% blight / +15% acid Changes damage: +6% acid / +12% fire / +3% blight Physical save: +11 (+5 eff.) Spell save: +13 (+3 eff.) Mental save: +12 (+4 eff.) Stamina each turn: +0.80 Vim when firing critical spell: +1.00 Maximum life: +60.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 194% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Belyredir' (0 def, 1 armour) pair of rough leather boots 'Belyredir' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +7 Lck / +4 Dex Changes resistances: +3% nature / +12% cold Stealth bonus: +7 Spell save: +3 (+1 eff.) Life regen: +2.00 Light radius: +3 Healing mod.: +10% A pair of boots made of leather. |
leafwalker's iron helm of the depths (0 def, 3 armour) =water breathe= leafwalker's iron helm of the depths (0 def, 3 armour) =water breathe=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% nature / +6% cold Allows you to breathe in: water Spell save: +4 (+1 eff.) Maximum life: +41.00 Healing mod.: +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Willowwasp the drakeskin leather armour (31 def, 8 armour) Willowwasp the drakeskin leather armour (31 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +8.0% Armour: +8 Defense: +31 (+6 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 68% * 20% chance to reduce all saves and defense by 40 Damage when hit (Melee): 8 nature Changes resistances: +3% cold Changes damage: +18% mind / +6% nature Stamina each turn: +0.90 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 24 cooldown : Effective talent level: 4.5 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 185 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
361 alchemist agate 361 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 68 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(156 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
piercing dwarven lantern piercing dwarven lanternCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Changes resistances penetration: +11% all Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Telos's Staff Crystal Telos's Staff CrystalPowered 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 Activation costs 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
9 bloodstone 9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 fire opal 14 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 21 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 137 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 7 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
voratun torque of mindblast 'Aduta' [power 320] (11 cooldown) voratun torque of mindblast 'Aduta' [power 320] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +4 Dex Changes resistances: +6% fire / +6% darkness / +3% temporal Mental save: +18 (+6 eff.) Pinning immunity: +10% Life regen: +4.00 It can be used to blast the opponent's mind dealing 349 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of Life =Con/wil= Tree of Life =Con/wil=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 7 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 21 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
7 diamond 7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 36
6th Mirth 123rd year of Ascendancy at 21:15 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 23
61st Haze 122nd year of Ascendancy at 14:46 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 36
4th Mirth 123rd year of Ascendancy at 19:56 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 20
51st Haze 122nd year of Ascendancy at 22:38 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 40
6th Flare 123rd year of Ascendancy at 23:11 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
10th Dusk 124th year of Ascendancy at 08:55 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 48
39th Haze 123rd year of Ascendancy at 11:42 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
73rd Pyre 124th year of Ascendancy at 03:21 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 39
2nd Flare 123rd year of Ascendancy at 11:34 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 21
59th Haze 122nd year of Ascendancy at 11:56 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 29
44th Pyre 123rd year of Ascendancy at 15:03 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
57th Regrowth 124th year of Ascendancy at 05:34 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 15
38th Dusk 122nd year of Ascendancy at 05:32 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
9th Pyre 124th year of Ascendancy at 10:48 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 38
2nd Summertide 123rd year of Ascendancy at 03:28 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 28
74th Regrowth 123rd year of Ascendancy at 19:01 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 34
1st Mirth 123rd year of Ascendancy at 12:00 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
78th Pyre 124th year of Ascendancy at 06:20 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 20
41st Haze 122nd year of Ascendancy at 14:30 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 31
68th Pyre 123rd year of Ascendancy at 16:37 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
19th Pyre 124th year of Ascendancy at 12:04 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
22nd Pyre 124th year of Ascendancy at 12:10 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 37
9th Mirth 123rd year of Ascendancy at 20:18 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 23
61st Haze 122nd year of Ascendancy at 15:20 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 42
7th Flare 123rd year of Ascendancy at 05:49 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 10
2nd Flare 122nd year of Ascendancy at 06:24 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 20
41st Haze 122nd year of Ascendancy at 13:25 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 30
46th Pyre 123rd year of Ascendancy at 04:45 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 40
5th Flare 123rd year of Ascendancy at 19:00 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
68th Haze 123rd year of Ascendancy at 11:51 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
20th Pyre 124th year of Ascendancy at 10:11 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
73rd Pyre 124th year of Ascendancy at 02:38 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 18
14th Haze 122nd year of Ascendancy at 11:59 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
10th Pyre 124th year of Ascendancy at 04:32 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 28
2nd Decay 122nd year of Ascendancy at 19:59 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 49
68th Haze 123rd year of Ascendancy at 11:51 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 29
44th Pyre 123rd year of Ascendancy at 06:28 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 39
2nd Summertide 123rd year of Ascendancy at 13:40 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 48
52nd Haze 123rd year of Ascendancy at 08:06 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
78th Pyre 124th year of Ascendancy at 06:19 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 23
61st Haze 122nd year of Ascendancy at 14:46 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 7
2nd Summertide 122nd year of Ascendancy at 11:58 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 23
61st Haze 122nd year of Ascendancy at 14:46 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 31
64th Pyre 123rd year of Ascendancy at 18:08 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
78th Pyre 124th year of Ascendancy at 06:20 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
45th Regrowth 124th year of Ascendancy at 15:18 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 43
23rd Dusk 123rd year of Ascendancy at 10:22 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 25
75th Haze 122nd year of Ascendancy at 21:51 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 17
54th Dusk 122nd year of Ascendancy at 20:34 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 35
3rd Mirth 123rd year of Ascendancy at 12:36 see stats
By Somewhat_Sure_How_To_Play the Cornac Skirmisher level 50
71st Pyre 124th year of Ascendancy at 23:43 see stats
Log
Somewhat_Sure_How_To_Play is no longer attuned.
Talent Block is ready to use.
Talent Bash and Smash is ready to use.
Resting starts...
Talent One with Nature is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 13 turns (stop reason: at exit).
You gain 25.00 gold from the transmogrification of Plate Armor of the King (15 def, 30 armour).
You gain 0.75 gold from the transmogrification of voratun amulet.
You gain 0.75 gold from the transmogrification of voratun amulet.
There is a Golem Graveyard 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.
Today is the 11st Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:30.
Today is the 12nd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:53.
Today is the 13rd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:05.
Today is the 14th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:41.
Today is the 15th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:40.
Today is the 16th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
There is a Way into a strange lush forest here (press '' or right click to use).