Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Possessor |
Level / Exp | 50 / 1403% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 153 (base 60) |
Dexterity | 41 (base 17) |
Constitution | 84 (base 45) |
Magic | 38 (base 8) |
Willpower | 88 (base 64) |
Cunning | 74 (base 43) |
Resources
Life | 467/807 |
Equilibrium | 20 |
Psi | 562/562 |
Healing Factor | 1.8970078740158 |
Regeneration | 14.512110236221 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +140.9693877551% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 39.734942931501 |
See Invisible | 39.734942931501 |
Offense: Mainhand
Damage | 388 |
Accuracy | 57 |
Crit Chance | 41% |
APR | 49 |
Speed | 1.20 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 27% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 81 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Temporal | +18% |
Lightning | +12% |
Physical | +33% |
Mind | +15% |
All | +9% |
Offense: Damage Penetration
Blight | +16% |
Physical | +31% |
Mind | +21% |
All | +11% |
Defense: Base
Armour (hardiness) | 80 (87.462686567164%) |
Defense | 48 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 65.24 |
Spell Save | 55.23 |
Mental Save | 56 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 34%( 70%) |
Physical | + 34%( 70%) |
Cold | + 70%( 70%) |
All | + 22%( 70%) |
Darkness | + 41%( 70%) |
Light | + 30%( 70%) |
Temporal | + 34%( 70%) |
Fire | + 70%( 70%) |
Lightning | + 58%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Stoning Resistance | 0% |
Confusion Resistance | 5% |
Blind Resistance | 48% |
Silence Resistance | 5% |
Bleed Resistance | 10% |
Pinning Resistance | 0% |
Disarm Resistance | 43% |
Instadeath Resistance | 100% |
Knockback Resistance | 70% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 909% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 669 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 8 turns. While Heroism is active, you will only die when reaching -609 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Psionic / Possession | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Psionic / Psychic blows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Harmony |
talent | Force Shield |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+41% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You failed to protect the lone alchemist from death by naga myrmidon. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Isemira the skeleton archer. Escort: lone alchemist (level 7 of Dreadfell) | failed |
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 Willpower by +2. | done |
You failed to protect the lost anorithil from death by warg. Escort: lost anorithil (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by devourer. Escort: lost warrior (level 4 of Old Forest) | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 1183. | 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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Aruwyn' (0 def, 3 armour) pair of hardened leather boots 'Aruwyn' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Mag Changes resistances: +5% fire / +7% cold Changes damage: +9% temporal Spell save: +6 (+2 eff.) Blindness immunity: +5% Confusion immunity: +5% Stun/Freeze immunity: +15% Spellpower: +4 (+1 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Light source | dwarven lantern 'Fogquarry' dwarven lantern 'Fogquarry'Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 22 fire Changes stats: +10 Mag Changes resistances: +8% fire Changes resistances penetration: +5% blight / +11% all Spellpower: +18 (+6 eff.) Light radius: +7 Damage Shield penetration: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Emadhetira the voratun helm (0 def, 5 armour) Emadhetira the voratun helm (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% Changes stats: +5 Str / +5 Dex / +10 Wil / +10 Cun / +4 Con Changes resistances: +13% acid / -40% light / +15% blight / +23% fire / +14% lightning / +23% cold Mental save: +15 (+5 eff.) Life regen: +4.40 Mindpower: +8 (+1 eff.) Mental crit. chance: +9% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Layerimina the voratun pickaxe (dig speed 17 turns) Layerimina the voratun pickaxe (dig speed 17 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +8 Str / +3 Con Changes resistances: +12% acid Changes damage: +12% physical Physical save: +8 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +11 (+4 eff.) Life regen: +0.80 Maximum life: +80.00 Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | pixie's voratun ring of speed pixie's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +12 (+4 eff.) Changes stats: +5 Cun / +5 Mag Spellpower: +7 (+2 eff.) Movement speed: +20% 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 | gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +7 Str / +7 Con Life regen: +0.90 Maximum life: +60.00 Healing mod.: +16% Rings can have magical properties. |
Around waist | Balancesweeper BalancesweeperInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Defense: +21 (+7 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Con Changes resistances: +12% lightning / +15% temporal Physical save: +25 (+5 eff.) Spell save: +45 (+9 eff.) Mental save: +21 (+6 eff.) Cut immunity: +10% Disarm immunity: +10% Mindpower: +10 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 40% Wil, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 296.59 to 889.77 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 776.72 to 1553.44 physical damage (based on Strength) to each, costing 45 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
On hands | Alyromidur the hardened leather gloves (0 def, 6 armour) Alyromidur the hardened leather gloves (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Armour: +6 Damage (Melee): 8 lightning Damage when hit (Melee): 8 blight Changes stats: +2 Cun / +2 Dex Changes resistances: +6% lightning Changes resistances penetration: +10% mind Changes damage: +3% lightning / +6% mind Mental save: +5 (+2 eff.) Maximum life: +52.00 Mental crit. chance: +1% It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Cage of Birds (9 def, 26 armour) Cage of Birds (9 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +26 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +5 Str / +5 Con Changes resistances: +85% acid / +14% physical / +28% cold / +14% lightning / +14% fire Changes resistances penetration: +20% physical Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Disarm immunity: +33% Stun/Freeze immunity: +39% Knockback immunity: +40% Light radius: +3 Healing mod.: +15% A suit of armour made of metal plates. |
Cloak | elven-silk cloak 'Halemadin' (14 def, 6 armour) elven-silk cloak 'Halemadin' (14 def, 6 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Armour: +6 Defense: +14 (+5 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +4 Dex / +2 Mag / +3 Wil / +3 Cun Changes resistances: +30% light / +10% fire Stealth bonus: +13 Silence immunity: +5% Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Chaloyamas the voratun amulet Chaloyamas the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +4 Str / +2 Dex / +6 Con Changes resistances: +2% physical / +20% light / +25% fire / +25% darkness / +26% cold Physical save: +36 (+7 eff.) Blindness immunity: +43% Life regen: +1.30 Maximum life: +46.00 Maximum stamina: +10.00 Amulets can have magical properties. |
Inventory
regeneration infusion of the warrior (heal 586 over 5 turns) regeneration infusion of the warrior (heal 586 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 586 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Islilaith IslilaithInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +5 Mag / +9 Con Critical mult.: +21.00% Healing mod.: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Samunik SamunikCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +5% arcane / +6% darkness / +6% mind Stun/Freeze immunity: +35% Only die when reaching: -60.00 life Rings can have magical properties. |
savage's gold ring of pilfering savage's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +12 (+4 eff.) Changes stats: +1 Con Spell save: +12 (+3 eff.) Maximum stamina: +15.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 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 143% 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. |
Belirandil (91-136.5 power, 4 apr) Belirandil (91-136.5 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 91.0 - 136.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +37 (+10 eff.) Armour penetration: +19 Physical power: +2 (+0 eff.) Defense: +19 (+6 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Physical save: +30 (+5 eff.) Disarm immunity: +53% Life regen: +0.60 Massive two-handed mauls. |
Scarlett is Sleepy (86-129 power, 4 apr) Scarlett is Sleepy (86-129 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 86.0 - 129.0 Uses stats: 40% Wil, 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 38% chance to cause random gloom * Random elemental explosion * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +19 mind When wielded/worn: Physical crit. chance: +3.0% Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +2 Str / +10 Wil / +9 Cun Changes resistances penetration: +24% acid / +10% physical / +24% cold / +24% fire / +17% lightning Critical mult.: +3.00% Stamina each turn: +1.00 Maximum life: +10.00 Massive two-handed mauls. |
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 stats: 130% Mag, 40% Wil 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." |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Grinyzor the Thunderworm (10 def, 4 armour) Grinyzor the Thunderworm (10 def, 4 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +38 (+10 eff.) Armour penetration: +4 Armour: +4 Defense: +10 (+3 eff.) Fatigue: -8% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +5 Cun / +5 Wil Changes resistances: +19% light / +20% fire Stealth bonus: +11 Maximum life: +75.00 Maximum stamina: +19.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Olatir' (12 def, 0 armour) elven-silk cloak 'Olatir' (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Fatigue: -8% Changes stats: +4 Mag Reduces incoming crit damage: 15.00% Physical save: +8 (+2 eff.) Mental save: +18 (+6 eff.) Maximum hate: +8.00 Mindpower: +8 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpenthash the pair of drakeskin leather boots (0 def, 5 armour) Serpenthash the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +2 Mag Changes resistances: +3% nature / +12% fire / +15% mind / +8% cold Changes resistances penetration: +5% mind Changes damage: +12% mind Physical save: +8 (+2 eff.) Spell save: +14 (+4 eff.) Mental save: +12 (+4 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
wanderer's pair of hardened leather boots (0 def, 3 armour) wanderer's pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +4 Con Physical save: +15 (+3 eff.) Mental save: +14 (+5 eff.) A pair of boots made of leather. |
drakeskin leather gloves 'Hurygakhad' (0 def, 7 armour) drakeskin leather gloves 'Hurygakhad' (0 def, 7 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +15 Armour: +7 Changes stats: +2 Str / +4 Dex / +8 Mag / +13 Cun Changes resistances: +10% light / +10% darkness Reduces incoming crit damage: 5.00% Spell save: +9 (+2 eff.) Mental save: +9 (+3 eff.) Maximum life: +77.00 Infravision radius: +2 It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 'Brightdare' (0 def, 5 armour) voratun helm 'Brightdare' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +10 Con Changes resistances: +3% mind / +9% light Changes resistances penetration: +10% light Changes damage: +6% light / +6% mind Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 90 power out of 100/100. The very essence of bearness! |
669 alchemist agate 669 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 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: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 90 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Blazewarden the dwarven lantern Blazewarden the dwarven lanternCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Effects on melee hit: * 30% chance to daze at end of turn Critical mult.: +12.00% Physical save: +30 (+5 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 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. |
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. |
62 alchemist bloodstone 62 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
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. |
5 fire opal 5 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. |
6 ruby 6 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 409.84 fire damage (based on Magic), costing 45 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/2) Rod of Recall (1/2)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 340/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 383.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
overpowered dwarven-steel torque of charged psionic shield [power 125] (27 cooldown) overpowered dwarven-steel torque of charged psionic shield [power 125] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 125 for 7 turns, putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
16 diamond 16 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. |
11 moonstone 11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 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. |
8 pearl 8 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. |
3 amber 3 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Male Black the Cornac Possessor level 34
16th Dusk 123rd year of Ascendancy at 11:59 see stats
By Male Black the Cornac Possessor level 48
1st Dusk 124th year of Ascendancy at 03:58 see stats
By Male Black the Cornac Possessor level 34
14th Dusk 123rd year of Ascendancy at 15:52 see stats
By Male Black the Cornac Possessor level 36
38th Dusk 123rd year of Ascendancy at 15:17 see stats
By Male Black the Cornac Possessor level 50
32nd Dusk 124th year of Ascendancy at 17:18 see stats
By Male Black the Cornac Possessor level 50
27th Haze 124th year of Ascendancy at 17:29 see stats
By Male Black the Cornac Possessor level 44
65th Pyre 124th year of Ascendancy at 01:33 see stats
By Male Black the Cornac Possessor level 36
35th Dusk 123rd year of Ascendancy at 11:30 see stats
By Male Black the Cornac Possessor level 29
50th Pyre 123rd year of Ascendancy at 04:30 see stats
By Male Black the Cornac Possessor level 44
70th Pyre 124th year of Ascendancy at 14:37 see stats
By Male Black the Cornac Possessor level 12
22nd Dusk 122nd year of Ascendancy at 02:15 see stats
By Male Black the Cornac Possessor level 35
32nd Dusk 123rd year of Ascendancy at 04:01 see stats
By Male Black the Cornac Possessor level 29
30th Pyre 123rd year of Ascendancy at 03:16 see stats
By Male Black the Cornac Possessor level 39
9th Regrowth 124th year of Ascendancy at 00:34 see stats
By Male Black the Cornac Possessor level 50
27th Dusk 124th year of Ascendancy at 06:50 see stats
By Male Black the Cornac Possessor level 18
4th Haze 122nd year of Ascendancy at 02:37 see stats
By Male Black the Cornac Possessor level 22
80th Haze 122nd year of Ascendancy at 11:53 see stats
By Male Black the Cornac Possessor level 50
22nd Dusk 124th year of Ascendancy at 23:21 see stats
By Male Black the Cornac Possessor level 25
10th Allure 123rd year of Ascendancy at 23:42 see stats
By Male Black the Cornac Possessor level 50
32nd Dusk 124th year of Ascendancy at 17:46 see stats
By Male Black the Cornac Possessor level 10
1st Flare 122nd year of Ascendancy at 04:34 see stats
By Male Black the Cornac Possessor level 20
7th Haze 122nd year of Ascendancy at 01:22 see stats
By Male Black the Cornac Possessor level 30
50th Pyre 123rd year of Ascendancy at 05:38 see stats
By Male Black the Cornac Possessor level 40
42nd Regrowth 124th year of Ascendancy at 23:37 see stats
By Male Black the Cornac Possessor level 50
22nd Dusk 124th year of Ascendancy at 15:06 see stats
By Male Black the Cornac Possessor level 25
6th Regrowth 123rd year of Ascendancy at 03:55 see stats
By Male Black the Cornac Possessor level 50
31st Haze 124th year of Ascendancy at 02:51 see stats
By Male Black the Cornac Possessor level 48
1st Dusk 124th year of Ascendancy at 05:52 see stats
By Male Black the Cornac Possessor level 49
12nd Dusk 124th year of Ascendancy at 10:47 see stats
By Male Black the Cornac Possessor level 13
47th Dusk 122nd year of Ascendancy at 21:36 see stats
By Male Black the Cornac Possessor level 25
5th Decay 122nd year of Ascendancy at 10:34 see stats
By Male Black the Cornac Possessor level 30
8th Mirth 123rd year of Ascendancy at 14:21 see stats
By Male Black the Cornac Possessor level 18
4th Haze 122nd year of Ascendancy at 05:21 see stats
By Male Black the Cornac Possessor level 36
32nd Dusk 123rd year of Ascendancy at 07:02 see stats
By Male Black the Cornac Possessor level 50
27th Dusk 124th year of Ascendancy at 06:48 see stats
By Male Black the Cornac Possessor level 15
58th Dusk 122nd year of Ascendancy at 15:58 see stats
By Male Black the Cornac Possessor level 8
8th Mirth 122nd year of Ascendancy at 10:14 see stats
By Male Black the Cornac Possessor level 22
74th Haze 122nd year of Ascendancy at 06:00 see stats
By Male Black the Cornac Possessor level 41
75th Regrowth 124th year of Ascendancy at 15:06 see stats
By Male Black the Cornac Possessor level 18
70th Dusk 122nd year of Ascendancy at 19:04 see stats
By Male Black the Cornac Possessor level 21
40th Haze 122nd year of Ascendancy at 20:35 see stats
By Male Black the Cornac Possessor level 39
8th Regrowth 124th year of Ascendancy at 21:23 see stats
By Male Black the Cornac Possessor level 27
16th Pyre 123rd year of Ascendancy at 12:12 see stats
By Male Black the Cornac Possessor level 20
19th Haze 122nd year of Ascendancy at 22:27 see stats
By Male Black the Cornac Possessor level 33
14th Dusk 123rd year of Ascendancy at 01:11 see stats
By Male Black the Cornac Possessor level 50
31st Haze 124th year of Ascendancy at 12:47 see stats
Log
Training Dummy speeds up.
Training Dummy speeds up.
Training Dummy speeds up.
Training Dummy speeds up.
Training Dummy speeds up.
Training Dummy speeds up.
Training Dummy speeds up.
Training Dummy speeds up.
Training Dummy speeds up.
Training Dummy speeds up.
Training Dummy speeds up.
Training Dummy speeds up.
Training Dummy speeds up.
Training Dummy speeds up.
Training Dummy speeds up.
Training Dummy speeds up.
Male Black uses Assume Form.
Male Black can not wear (in main hand): Awakened Staff of Absorption (60-72 power, 60 apr, fire element) (not enough stat).
You don't see how to get there...
Male Black no longer revels in blood quite so much.
Talent Unleashed Mind is ready to use.
Lore found: second mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Talent Seismic Mind is ready to use.
Male Black deactivates Elemental Harmony.
Male Black deactivates Force Shield.