Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 50 / 347% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 141 (base 54) |
Dexterity | 141 (base 60) |
Constitution | 79 (base 51) |
Magic | 50 (base 13) |
Willpower | 65 (base 34) |
Cunning | 57 (base 9) |
Resources
Life | 1545/1545 |
Positive | 121/177 |
Stamina | 304/304 |
Healing Factor | 1.5156626506024 |
Regeneration | 6.5931325301205 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +24% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 17 |
Infravision | 10 |
See Stealth | 69.054047096765 |
See Invisible | 80.054047096765 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 278 |
Accuracy | 86 |
Crit Chance | 47% |
APR | 34 |
Speed | 0.80 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 53% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Arcane | +32% |
Mind | +20% |
All | +9% |
Darkness | +20% |
Light | +57% |
Temporal | +45% |
Fire | +19% |
Cold | +21% |
Offense: Damage Penetration
Acid | +10% |
Temporal | +15% |
Physical | +51% |
Darkness | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 37.377035178255 (68.387096774194%) |
Defense | 50 |
Ranged Defense | 51 |
Fatigue | 20 |
Physical Save | 63 |
Spell Save | 52 |
Mental Save | 61 |
Defense: Resistances
Acid | + 57%( 70%) |
Blight | + 29%( 70%) |
Physical | + 42%( 70%) |
Cold | + 56%( 70%) |
All | + 22%( 70%) |
Lightning | + 37%( 70%) |
Light | + 39%( 70%) |
Temporal | + 26%( 70%) |
Darkness | + 50%( 70%) |
Fire | + 44%( 70%) |
Mind | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 86% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Disarm Resistance | 57% |
Pinning Resistance | 68% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: InvisibilityUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 9) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 591 damage for 6 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 55%, your defense is increased by 55 and all your resistances by 55%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 497 damage for 6 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.70 |
| 5/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Intuitive Shots |
talent | Chant of Fortress |
talent | Concealment |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 30%. Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant thunderer. Escort: repented thief (level 1 of Daikara) | failed |
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 Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Zanelastir. Escort: repented thief (level 5 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by skeleton magus. Escort: temporal explorer (level 1 of Dreadfell) | failed |
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 |
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 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: 1463. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Fogsquall the pair of drakeskin leather boots (0 def, 5 armour) Fogsquall the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +7 Dex / +4 Mag / +3 Wil / +15 Lck Changes resistances: +6% darkness Changes resistances penetration: +20% darkness / +15% temporal Changes damage: +3% darkness Stealth bonus: +14 Silence immunity: +50% Confusion immunity: +43% Stun/Freeze immunity: +48% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
Quiver | sentry's quiver of dragonbone arrows of warping (50/50, 67-93.8 power, 24 apr) sentry's quiver of dragonbone arrows of warping (50/50, 67-93.8 power, 24 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 67.0 - 93.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Crit. chance: +3.0% Capacity: 50 Turns elapse between self-loadings: 1 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +26 temporal / +14 physical Arrows are used with bows to pierce your foes to death. |
Light source | watchleader's dwarven lantern of the sun watchleader's dwarven lantern of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +8% darkness Changes damage: +9% light Damage affinity(heal): +5% light Blindness immunity: +36% Confusion immunity: +22% Light radius: +12 See stealth: +14 See invisible: +16 It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 50.62 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Sunmark the drakeskin leather cap (0 def, 5 armour) Sunmark the drakeskin leather cap (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +8 Con Changes resistances: +10% blight / +13% darkness / +12% light Changes damage: +3% light / +6% temporal Physical save: +18 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +32 (+8 eff.) Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 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. |
Tool | Beygorn (dig speed 16 turns) Beygorn (dig speed 16 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +6 Str / +7 Wil / +3 Cun Changes resistances: +6% temporal Changes damage: +10% fire / +11% mind / +30% temporal Mental save: +9 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Amychak AmychakInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Defense: +7 (+2 eff.) Changes resistances: +24% cold Changes damage: +12% cold Spell save: +20 (+6 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +36% Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 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 38% for 5 turns. Rings can have magical properties. |
On fingers | voratun ring 'Gyrim' voratun ring 'Gyrim'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +26% acid Changes damage: +13% acid Spell save: +20 (+6 eff.) Poison immunity: +15% Disarm immunity: +57% Pinning immunity: +48% Stun/Freeze immunity: +5% Knockback immunity: +83% Maximum life: +70.00 Rings can have magical properties. |
Around waist | skylord's drakeskin leather belt of burglary skylord's drakeskin leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Str / +8 Dex / +4 Wil / +11 Cun / +7 Lck Trap disarming bonus: +5 Stealth bonus: +11 Physical save: +13 (+3 eff.) Spell save: +16 (+5 eff.) Mental save: +14 (+4 eff.) Infravision radius: +3 A belt that goes around your waist. |
In main hand | Amevor AmevorRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Physical crit. chance: +3.0% Physical power: +17 (+4 eff.) Defense: +4 (+1 eff.) Changes stats: +13 Str / +12 Dex / +11 Mag Changes resistances: +1% physical Changes resistances penetration: +10% acid / +51% physical Changes damage: +23% arcane Physical save: +3 (+0 eff.) Disease immunity: +15% Pinning immunity: +20% Spellpower: +17 (+6 eff.) Healing mod.: +10% Damage Shield penetration: +90% Longbows are used to shoot arrows at your foes. |
On hands | Flareoracle (0 def, 3 armour) Flareoracle (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Physical power: +15 (+3 eff.) Armour: +3 Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +9 Str / +11 Mag / +5 Wil / +5 Cun Changes resistances: +9% fire / +10% light / +10% darkness Critical mult.: +15.00% Spell crit. chance: +20% Mental crit. chance: +20% Infravision radius: +5 See invisible: +9 It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 65.42 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Cloak | Bodudan the Blindmistress (3 def, 0 armour) Bodudan the Blindmistress (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Effects on melee hit: * 35% chance to blind Changes stats: +10 Str / +12 Dex / +6 Cun / +10 Con Changes resistances: +12% mind Changes damage: +27% light Talent mastery: +0.40 Technique / Combat training Spell save: -28 (-10 eff.) Stamina each turn: +1.40 Mana each turn: -0.50 Maximum life: +60.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's stralite amulet of the eclipse wanderer's stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Damage (Melee): 9 light / 9 darkness Effects when hit in melee: * 10% chance to inflict 15% damage reduction * 10% chance to blind Changes stats: +7 Dex / +5 Cun / +5 Con Changes damage: +9% light / +8% darkness Life regen: +1.10 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Inventory
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 307.34 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Nimbuswill NimbuswillPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 blight Changes stats: +8 Mag Changes resistances: +12% temporal Changes resistances penetration: +25% lightning / +15% temporal Changes damage: +12% lightning / +9% temporal Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 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. |
Bregolar BregolarInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Changes stats: +2 Str Changes resistances: +16% physical Changes damage: +15% mind / +22% physical Physical save: +9 (+2 eff.) Only die when reaching: -80.00 life Maximum stamina: +20.00 Maximum hate: +4.00 Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Malenarimas the gold ring Malenarimas the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +10 Str / +5 Con Mental save: +15 (+4 eff.) Hate when firing a critical mind attack: +4.00 Light radius: +2 Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
Uriregozor UriregozorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +1 Con / +4 Mag Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Blindness immunity: +31% Infravision radius: +4 See stealth: +10 See invisible: +15 Rings can have magical properties. |
gladiator's stralite ring of pilfering gladiator's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +13 Physical power: +8 (+2 eff.) Defense: +8 (+3 eff.) Changes stats: +6 Str / +6 Con It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
dragonbone longbow 'Ce'Nina' dragonbone longbow 'Ce'Nina'Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +2 acid / +2 physical When wielded/worn: Changes stats: +1 Str Changes resistances: +6% acid Changes resistances penetration: +21% physical Changes damage: +15% acid / +21% physical Longbows are used to shoot arrows at your foes. |
mighty dragonbone longbow of nature mighty dragonbone longbow of natureRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +20 nature When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +9 Str Changes resistances: +6% all Changes resistances penetration: +18% nature Longbows are used to shoot arrows at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+16 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 180 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." |
Emidhetta EmidhettaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +9 Dex / +4 Cun / +3 Con / +8 Lck Changes resistances: +2% physical Changes resistances penetration: +15% physical Grants telepathy: Dragon Trap disarming bonus: +8 Stealth bonus: +13 Infravision radius: +5 A belt that goes around your waist. |
Lisekira the cashmere cloak (2 def, 0 armour) Lisekira the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun Changes resistances: +13% blight / +6% temporal / +13% darkness / +13% nature Changes resistances penetration: +8% darkness Changes damage: +14% darkness Stealth bonus: +11 Physical save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Life regen: +1.60 Only die when reaching: -50.00 life See invisible: +12 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+8 eff.) It can be used to activate talent Temporal Reprieve (costing 45 power out of 50/50) : Effective talent level: 1.0 Power cost: 45 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Magmasever (0 def, 5 armour) Magmasever (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +42% fire / +8% cold Changes damage: +21% light / +6% fire Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Aerokira' (0 def, 5 armour) pair of voratun boots 'Aerokira' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +0% Changes stats: +2 Mag Changes resistances: +6% acid Maximum encumbrance: +31 Physical save: +17 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +7 (+2 eff.) Silence immunity: +24% Confusion immunity: +27% Stun/Freeze immunity: +33% Light radius: +3 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of drakeskin leather boots of massiveness (0 def, 5 armour) undeterred pair of drakeskin leather boots of massiveness (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +7 Con Changes damage: +7% physical Silence immunity: +46% Confusion immunity: +24% Stun/Freeze immunity: +34% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
drakeskin leather gloves 'Gunomachak' (0 def, 7 armour) drakeskin leather gloves 'Gunomachak' (0 def, 7 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +7 Changes stats: +4 Cun / +3 Con Changes resistances: +3% light Physical save: +7 (+1 eff.) Spell save: +30 (+9 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +28% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's drakeskin leather gloves of the nighthunter (0 def, 17 armour) stone warden's drakeskin leather gloves of the nighthunter (0 def, 17 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +17 Armour Hardiness: +10% Changes stats: +4 Cun / +10 Con Changes resistances: +10% darkness / +8% physical Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
voratun helm 'Noonhunt' (0 def, 5 armour) voratun helm 'Noonhunt' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 19 physical / 16 fire Changes stats: +14 Str / +5 Dex / +5 Cun / +4 Con Changes resistances: -37% light Changes resistances penetration: +25% light Changes damage: +6% darkness / +6% fire Life regen: +6.60 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 742.4 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Umbrasquall (5 def, 20 armour) Umbrasquall (5 def, 20 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Fatigue: +6% Changes stats: +10 Str Changes resistances: +28% lightning / +15% physical / +20% darkness / +28% fire Changes resistances penetration: +10% blight / +20% darkness Changes damage: +12% blight / +3% lightning Physical save: +15 (+3 eff.) Spell save: +6 (+2 eff.) Maximum vim: +20.00 Light radius: +2 Damage Shield penetration: +20% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Nighthue (10/22, 53.5-74.9 power, 18 apr) Nighthue (10/22, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 40% chance to inflict 15% damage reduction On weapon crit: * wounds the target for 7 turns: 24 bleeding, 73% reduced healing Damage (Ranged): +17 bleed / +16 mind Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +12 mind / +12 darkness Arrows are used with bows to pierce your foes to death. |
Veloriath the Thunderspawner (16/22, 65.5-91.7 power, 18 apr) Veloriath the Thunderspawner (16/22, 65.5-91.7 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 65.5 - 91.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 20% chance to daze at end of turn Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +20 mind / +8 lightning Arrows are used with bows to pierce your foes to death. |
elemental quiver of dragonbone arrows of annihilation (21/21, 69-96.6 power, 29 apr) elemental quiver of dragonbone arrows of annihilation (21/21, 69-96.6 power, 29 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 69.0 - 96.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Crit. chance: +15.0% Capacity: 21 On weapon hit: * Random elemental explosion Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
elemental quiver of dragonbone arrows of warping (0/20, 55.5-77.7 power, 18 apr) elemental quiver of dragonbone arrows of warping (0/20, 55.5-77.7 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.5 - 77.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +23 temporal / +17 physical Arrows are used with bows to pierce your foes to death. |
sentry's quiver of dragonbone arrows of corruption (44/46, 61.5-86.1 power, 27 apr) sentry's quiver of dragonbone arrows of corruption (44/46, 61.5-86.1 power, 27 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 61.5 - 86.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +27 Crit. chance: +3.0% Capacity: 46 Turns elapse between self-loadings: 0 On weapon hit: * 20% chance to curse the target Damage (Ranged): +26 blight / +17 darkness Arrows are used with bows to pierce your foes to death. |
108 alchemist agate 108 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 90 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Zegantir ZegantirInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 8 mind Changes stats: +7 Cun / +5 Con Changes resistances: +12% blight Physical save: +19 (+4 eff.) Spell save: +20 (+6 eff.) Mental save: +18 (+5 eff.) Life regen: +2.20 Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +3.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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. |
5 bloodstone 5 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. |
4 fire opal 4 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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, costing 182 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), 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. |
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. |
2 diamond 2 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. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 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. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Zanelastir the Skeleton Archer level 27
70th Regrowth 123rd year of Ascendancy at 10:56 see stats
By Zanelastir the Skeleton Archer level 42
19th Regrowth 124th year of Ascendancy at 15:15 see stats
By Zanelastir the Skeleton Archer level 27
68th Regrowth 123rd year of Ascendancy at 01:45 see stats
By Zanelastir the Skeleton Archer level 31
7th Dusk 123rd year of Ascendancy at 15:16 see stats
By Zanelastir the Skeleton Archer level 37
42nd Haze 123rd year of Ascendancy at 09:45 see stats
By Zanelastir the Skeleton Archer level 31
4th Dusk 123rd year of Ascendancy at 23:59 see stats
By Zanelastir the Skeleton Archer level 20
5th Decay 122nd year of Ascendancy at 00:26 see stats
By Zanelastir the Skeleton Archer level 24
57th Regrowth 123rd year of Ascendancy at 19:04 see stats
By Zanelastir the Skeleton Archer level 38
51st Haze 123rd year of Ascendancy at 01:50 see stats
By Zanelastir the Skeleton Archer level 11
31st Dusk 122nd year of Ascendancy at 07:58 see stats
By Zanelastir the Skeleton Archer level 32
20th Dusk 123rd year of Ascendancy at 10:09 see stats
By Zanelastir the Skeleton Archer level 30
2nd Dusk 123rd year of Ascendancy at 02:15 see stats
By Zanelastir the Skeleton Archer level 21
7th Regrowth 123rd year of Ascendancy at 09:17 see stats
By Zanelastir the Skeleton Archer level 39
2nd Allure 124th year of Ascendancy at 18:16 see stats
By Zanelastir the Skeleton Archer level 16
55th Haze 122nd year of Ascendancy at 12:07 see stats
By Zanelastir the Skeleton Archer level 50
56th Regrowth 124th year of Ascendancy at 11:59 see stats
By Zanelastir the Skeleton Archer level 15
67th Dusk 122nd year of Ascendancy at 06:14 see stats
By Zanelastir the Skeleton Archer level 27
77th Regrowth 123rd year of Ascendancy at 19:31 see stats
By Zanelastir the Skeleton Archer level 45
52nd Regrowth 124th year of Ascendancy at 22:21 see stats
By Zanelastir the Skeleton Archer level 18
66th Haze 122nd year of Ascendancy at 10:08 see stats
By Zanelastir the Skeleton Archer level 10
6th Flare 122nd year of Ascendancy at 01:07 see stats
By Zanelastir the Skeleton Archer level 20
4th Decay 122nd year of Ascendancy at 16:15 see stats
By Zanelastir the Skeleton Archer level 30
1st Dusk 123rd year of Ascendancy at 01:27 see stats
By Zanelastir the Skeleton Archer level 40
3rd Regrowth 124th year of Ascendancy at 13:32 see stats
By Zanelastir the Skeleton Archer level 50
56th Regrowth 124th year of Ascendancy at 10:47 see stats
By Zanelastir the Skeleton Archer level 43
29th Regrowth 124th year of Ascendancy at 02:51 see stats
By Zanelastir the Skeleton Archer level 44
42nd Regrowth 124th year of Ascendancy at 11:28 see stats
By Zanelastir the Skeleton Archer level 16
46th Haze 122nd year of Ascendancy at 21:26 see stats
By Zanelastir the Skeleton Archer level 39
3rd Allure 124th year of Ascendancy at 19:30 see stats
By Zanelastir the Skeleton Archer level 21
7th Decay 122nd year of Ascendancy at 18:38 see stats
By Zanelastir the Skeleton Archer level 30
2nd Dusk 123rd year of Ascendancy at 03:57 see stats
By Zanelastir the Skeleton Archer level 50
56th Regrowth 124th year of Ascendancy at 11:58 see stats
By Zanelastir the Skeleton Archer level 4
3rd Mirth 122nd year of Ascendancy at 10:43 see stats
By Zanelastir the Skeleton Archer level 41
5th Regrowth 124th year of Ascendancy at 18:19 see stats
By Zanelastir the Skeleton Archer level 18
70th Haze 122nd year of Ascendancy at 10:23 see stats
By Zanelastir the Skeleton Archer level 10
10th Flare 122nd year of Ascendancy at 11:15 see stats
By Zanelastir the Skeleton Archer level 33
54th Dusk 123rd year of Ascendancy at 22:14 see stats
By Zanelastir the Skeleton Archer level 18
69th Haze 122nd year of Ascendancy at 23:06 see stats
By Zanelastir the Skeleton Archer level 23
56th Regrowth 123rd year of Ascendancy at 13:38 see stats
By Zanelastir the Skeleton Archer level 16
69th Dusk 122nd year of Ascendancy at 04:27 see stats
By Zanelastir the Skeleton Archer level 26
67th Regrowth 123rd year of Ascendancy at 18:56 see stats
Log
You gain 7.02 gold from the transmogrification of elven-silk robe of Linaniil (5 def, 0 armour).
You gain 9.43 gold from the transmogrification of earthen dragonbone magestaff of invocation (30-36 power, 6 apr, lightning element).
You gain 6.40 gold from the transmogrification of dragonbone vilestaff of breaching (30-36 power, 6 apr, darkness element).
You gain 11.28 gold from the transmogrification of blighted dragonbone vilestaff of channeling (30-36 power, 6 apr, fire element).
You gain 7.96 gold from the transmogrification of hateful living mindstar of the jelly (16-17.6 power, 40 apr, mind damage).
You gain 6.30 gold from the transmogrification of glacial voratun mace of amnesia (45-63 power, 6 apr).
You gain 7.79 gold from the transmogrification of truestriking voratun longsword of crippling (43-60.2 power, 6 apr).
You gain 7.91 gold from the transmogrification of caustic voratun greatmaul (65-97.5 power, 4 apr).
You gain 7.42 gold from the transmogrification of truestriking voratun dagger of crippling (37.5-48.75 power, 9 apr).
You gain 22.50 gold from the transmogrification of Kinetic Spike (38-49.4 power, 40 apr).
You gain 5.70 gold from the transmogrification of truestriking voratun battleaxe (57.5-86.25 power, 4 apr).
You gain 10.64 gold from the transmogrification of plaguebringer's voratun battleaxe of corruption (58-87 power, 4 apr).
You gain 6.25 gold from the transmogrification of wizard's voratun ring of arcana(+0.35/turn).
You gain 1.87 gold from the transmogrification of vision rune (radius 13; dur 26; see horror).
You gain 1.90 gold from the transmogrification of vision rune (radius 14; dur 27; see demon).
You gain 2.38 gold from the transmogrification of shielding rune (absorb 462 for 7 turns).
You gain 1.86 gold from the transmogrification of lightning rune (188 lightning damage).
You gain 2.20 gold from the transmogrification of heat beam rune of the psychic (307 fire damage).
You gain 1.93 gold from the transmogrification of acid wave rune (198 acid damage; disarm 5 turns with power 22).
You gain 0.66 gold from the transmogrification of sun infusion (rad 9; power 22; turns 5; dispels darkness).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Zanelastir activates Concealment.
Saving done.
Zanelastir deactivates Intuitive Shots.
Zanelastir deactivates Aim.
Zanelastir deactivates Concealment.
Zanelastir deactivates Chant of Fortress.