










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 50 / 2220% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 51 (base 11) |
Dexterity | 88 (base 60) |
Constitution | 26 (base 12) |
Magic | 96 (base 60) |
Willpower | 73 (base 27) |
Cunning | 91 (base 63) |
Resources
Life | 1672/1672 |
Mana | 579/579 |
Stamina | 402/402 |
Healing Factor | 1.9324489795918 |
Regeneration | 24.638724489796 |
Speed
Mental | +3.7302537034387% |
Attack | -1.1102230246252E-14% |
Movement | -6.2172489379009E-13% |
Spell | +13.730253703439% |
Global | +145% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 44.894288500862 |
See Invisible | 44.894288500862 |
ESP Range | 20 |
ESP Kinds | animal/canine, horror |
Offense: Mainhand
Damage | 246 |
Accuracy | 63 |
Crit Chance | 112% |
APR | 30 |
Speed | 0.96 |
Offense: Offhand
Damage | 163 |
Accuracy | 63 |
Crit Chance | 117% |
APR | 30 |
Speed | 0.96 |
Offense: Spell
Spellpower | 67 |
Crit Chance | 49% |
Speed | 0.87927351556569 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 55% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +25% |
Physical | +75% |
Temporal | +21% |
Lightning | +18% |
Arcane | +21% |
Mind | +27% |
All | +9% |
Offense: Damage Penetration
Lightning | +10% |
Temporal | +15% |
Blight | +10% |
Arcane | +13% |
Physical | +45% |
All | 0% |
Defense: Base
Armour (hardiness) | 29 (78.924731182796%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 26 |
Mental Save | 49 |
Defense: Resistances
Blight | + 22%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 24%( 70%) |
All | + 17%( 70%) |
Lightning | + 39%( 70%) |
Light | -4%( 45%) |
Temporal | + 24%( 70%) |
Physical | + 48%( 70%) |
Fire | + 34%( 70%) |
Darkness | + 28%( 70%) |
Defense: Immunities
Silence Resistance | 47% |
Bleed Resistance | 20% |
Confusion Resistance | 100% |
Pinning Resistance | 15% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 855% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 275 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 776% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 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 21 for 8 turns. While Heroism is active, you will only die when reaching -857 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 Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.80 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shadow Feed |
talent | Chant of Fortitude |
talent | Essence of Speed |
talent | Trained Reactions |
talent | Precise Strikes |
talent | Shadow Combat |
beneficial effect | Parrying melee and ranged attacks: Has a 64% chance to deflect up to 39 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You abandoned lone alchemist to death. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You failed to protect the lost sun paladin from death by Gliriatha the large brown snake. Escort: lost sun paladin (level 2 of Old Forest) | failed |
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 Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You failed to protect the lost warrior from death by thought-forged warrior. Escort: lost warrior (level 1 of Old Forest) | failed |
You abandoned repented thief to death. Escort: repented thief (level 3 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1929. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 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% Damage when hit (Melee): 20 physical Changes stats: +7 Cun / +4 Dex Changes resistances: +14% fire / +9% cold Critical mult.: +5.00% Silence immunity: +47% Confusion immunity: +50% Stun/Freeze immunity: +49% Maximum stamina: +20.00 Maximum psi: +20.00 Mental crit. chance: +1% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.9 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% 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. A pair of boots made of leather. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Damage when hit (Melee): 20 lightning Changes stats: +5 Wil Changes resistances: +6% lightning / +6% fire Changes resistances penetration: +10% lightning Changes damage: +9% lightning Critical mult.: +13.00% Maximum life: +61.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +3 (+1 eff.) Changes stats: +6 Mag / +7 Wil Changes resistances: +3% temporal / +13% darkness / +34% physical Changes resistances penetration: +10% physical / +10% temporal Changes damage: +12% temporal / +13% darkness / +37% physical Maximum hate: +12.00 Spellpower: +5 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +19 (+3 eff.) Armour: +9 Damage (Melee): 13 arcane Changes stats: +4 Str / +9 Mag / +9 Wil Changes resistances: +10% arcane / +3% physical Mental save: +12 (+4 eff.) Pinning immunity: +15% Maximum life: +100.00 Maximum hate: +4.00 It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 12 mind Changes stats: +7 Str / +2 Wil Changes resistances penetration: +21% physical / +5% temporal Changes damage: +15% mind Mental save: +6 (+2 eff.) Psi when hit: +0.08 Maximum life: +39.00 Maximum stamina: +28.00 Maximum hate: +2.00 Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 18 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +9 Cun / +7 Wil Changes resistances penetration: +10% blight Stun/Freeze immunity: +50% Life regen: +5.00 Mana when firing critical spell: +4.00 Vim when firing critical spell: +3.00 Hate when firing a critical mind attack: +1.00 Maximum life: +83.00 Maximum hate: +12.00 Healing mod.: +24% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 35 power out of 60/60) : Effective talent level: 2.0 Power cost: 35 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
In main hand | ![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 57.0 - 74.1 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +20 lightning / +4 mind When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * 30% chance to daze at end of turn Changes damage: +3% mind Sharp, short and deadly. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Changes stats: +4 Con Changes resistances penetration: +14% physical Changes damage: +3% darkness / +29% physical Critical mult.: +3.00% Life regen: +3.50 Stamina each turn: +0.60 Maximum life: +130.00 Maximum mana: +46.00 Maximum stamina: +50.00 Maximum hate: +15.00 Maximum psi: +39.00 Maximum vim: +31.00 Maximum pos.energy: +30.00 Maximum neg.energy: +28.00 Healing mod.: +27% Reduces paradox anomalies(equivalent to willpower): +18 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Cun, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +6 Dex / +5 Con Changes resistances: +6% temporal Changes resistances penetration: +13% arcane Changes damage: +12% arcane Talent mastery: +0.40 Technique / Combat training Critical mult.: +22.00% Physical save: +30 (+9 eff.) Spell save: -27 (-20 eff.) Cut immunity: +20% Confusion immunity: +10% Stamina each turn: +1.50 Mana each turn: -0.60 Only die when reaching: -60.00 life Maximum life: +47.00 Maximum mana: +74.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 20 Powered by arcane forces Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +10.0% Physical power: +24 (+4 eff.) Armour: +15 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +6 Str / +8 Mag / +8 Wil Changes resistances: +6% blight / +20% lightning Physical save: +35 (+11 eff.) Life regen: +4.00 Maximum life: +165.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +7% Mindpower: +23 (+5 eff.) Mental crit. chance: +10% Healing mod.: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 238 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 243 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 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 18 for 13 turns. While Heroism is active, you will only die when reaching -765 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 19 for 12 turns. While Heroism is active, you will only die when reaching -729 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 19 for 11 turns. While Heroism is active, you will only die when reaching -699 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 722% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 699% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 631% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 588% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 692 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Is: a spell Description: Inflicts 534.82 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 464 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 509 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 595 damage for 7 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 554 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+8 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 24/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +17 Defense: +15 (+5 eff.) Changes stats: +7 Str / +19 Mag / +6 Cun / +1 Con Changes resistances penetration: +10% mind Reduces incoming crit damage: 10.00% Spell save: +20 (+10 eff.) Spellpower: +15 (+3 eff.) Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 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: 180% 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 (+12 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 116 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." |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 35 power out of 60/60) : Effective talent level: 1.0 Power cost: 35 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 191.03 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Fatigue: -2% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str / +2 Dex / +10 Mag / +1 Wil / +2 Cun Changes resistances: +48% acid / +19% physical / +20% cold / +6% temporal / +20% fire Changes resistances penetration: +15% temporal / +14% physical Changes damage: +34% acid / +18% temporal / +15% fire / +13% cold / +32% physical Talent cooldown: Refit Golem (-6 turns) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +10 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 19 arcane / 12 physical / 35 mind / 40 darkness Changes stats: +2 Dex / +9 Mag / +9 Wil / +3 Con Changes resistances: +9% arcane Changes damage: +10% physical / +3% nature / +9% light Mental save: -8 (-3 eff.) Mindpower: +10 (+2 eff.) Light radius: +3 It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +9.0% Armour: +8 Defense: +26 (+8 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 10 light Changes stats: +5 Wil Changes resistances: +16% blight / +6% acid / +6% light / +21% darkness Disarm immunity: +15% Stamina each turn: +1.20 Maximum hate: +4.00 Light radius: +2 Combat speed: +15% Casting speed: +15% Mental speed: +15% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 5.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 171 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 0.00 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. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 58 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 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 117 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light / 8 temporal Changes resistances: +12% light / +12% temporal Changes resistances penetration: +10% light Changes damage: +6% temporal Light radius: +3 It can be used to teleport randomly (rad 53), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By SansTE4 the Shalore Shadowblade level 35
49th Dusk 123rd year of Ascendancy at 04:46 see stats
By SansTE4 the Shalore Shadowblade level 49
46th Dusk 124th year of Ascendancy at 17:16 see stats
By SansTE4 the Shalore Shadowblade level 35
47th Dusk 123rd year of Ascendancy at 10:34 see stats
By SansTE4 the Shalore Shadowblade level 50
9th Regrowth 125th year of Ascendancy at 12:41 see stats
By SansTE4 the Shalore Shadowblade level 50
31st Haze 124th year of Ascendancy at 00:39 see stats
By SansTE4 the Shalore Shadowblade level 40
46th Regrowth 124th year of Ascendancy at 10:42 see stats
By SansTE4 the Shalore Shadowblade level 29
27th Pyre 123rd year of Ascendancy at 03:40 see stats
By SansTE4 the Shalore Shadowblade level 39
27th Regrowth 124th year of Ascendancy at 01:29 see stats
By SansTE4 the Shalore Shadowblade level 7
58th Dusk 122nd year of Ascendancy at 12:18 see stats
By SansTE4 the Shalore Shadowblade level 50
3rd Decay 124th year of Ascendancy at 21:08 see stats
By SansTE4 the Shalore Shadowblade level 37
75th Dusk 123rd year of Ascendancy at 13:30 see stats
By SansTE4 the Shalore Shadowblade level 50
52nd Haze 124th year of Ascendancy at 02:05 see stats
By SansTE4 the Shalore Shadowblade level 32
8th Flare 123rd year of Ascendancy at 03:59 see stats
By SansTE4 the Shalore Shadowblade level 25
2nd Pyre 123rd year of Ascendancy at 10:17 see stats
By SansTE4 the Shalore Shadowblade level 50
65th Regrowth 125th year of Ascendancy at 03:16 see stats
By SansTE4 the Shalore Shadowblade level 21
61st Regrowth 123rd year of Ascendancy at 06:08 see stats
By SansTE4 the Shalore Shadowblade level 28
26th Pyre 123rd year of Ascendancy at 05:45 see stats
By SansTE4 the Shalore Shadowblade level 38
9th Haze 123rd year of Ascendancy at 07:30 see stats
By SansTE4 the Shalore Shadowblade level 50
20th Regrowth 125th year of Ascendancy at 17:38 see stats
By SansTE4 the Shalore Shadowblade level 50
4th Decay 124th year of Ascendancy at 00:53 see stats
By SansTE4 the Shalore Shadowblade level 39
64th Haze 123rd year of Ascendancy at 17:58 see stats
By SansTE4 the Shalore Shadowblade level 50
10th Regrowth 125th year of Ascendancy at 05:18 see stats
By SansTE4 the Shalore Shadowblade level 10
7th Haze 122nd year of Ascendancy at 21:45 see stats
By SansTE4 the Shalore Shadowblade level 20
46th Regrowth 123rd year of Ascendancy at 06:56 see stats
By SansTE4 the Shalore Shadowblade level 30
79th Pyre 123rd year of Ascendancy at 14:00 see stats
By SansTE4 the Shalore Shadowblade level 40
27th Regrowth 124th year of Ascendancy at 21:20 see stats
By SansTE4 the Shalore Shadowblade level 50
46th Dusk 124th year of Ascendancy at 18:00 see stats
By SansTE4 the Shalore Shadowblade level 50
4th Allure 125th year of Ascendancy at 19:47 see stats
By SansTE4 the Shalore Shadowblade level 17
66th Haze 122nd year of Ascendancy at 00:31 see stats
By SansTE4 the Shalore Shadowblade level 50
65th Regrowth 125th year of Ascendancy at 03:16 see stats
By SansTE4 the Shalore Shadowblade level 50
62nd Dusk 124th year of Ascendancy at 13:26 see stats
By SansTE4 the Shalore Shadowblade level 48
40th Dusk 124th year of Ascendancy at 07:34 see stats
By SansTE4 the Shalore Shadowblade level 32
7th Flare 123rd year of Ascendancy at 07:38 see stats
By SansTE4 the Shalore Shadowblade level 40
42nd Regrowth 124th year of Ascendancy at 17:34 see stats
By SansTE4 the Shalore Shadowblade level 7
64th Dusk 122nd year of Ascendancy at 09:17 see stats
By SansTE4 the Shalore Shadowblade level 50
74th Dusk 124th year of Ascendancy at 03:35 see stats
By SansTE4 the Shalore Shadowblade level 50
65th Regrowth 125th year of Ascendancy at 03:16 see stats
By SansTE4 the Shalore Shadowblade level 50
60th Regrowth 125th year of Ascendancy at 06:06 see stats
By SansTE4 the Shalore Shadowblade level 6
8th Dusk 122nd year of Ascendancy at 19:33 see stats
By SansTE4 the Shalore Shadowblade level 24
1st Time of Balance 123rd year of Ascendancy at 17:45 see stats
By SansTE4 the Shalore Shadowblade level 42
1st Time of Balance 124th year of Ascendancy at 21:55 see stats
By SansTE4 the Shalore Shadowblade level 17
11st Regrowth 123rd year of Ascendancy at 14:21 see stats
By SansTE4 the Shalore Shadowblade level 23
80th Regrowth 123rd year of Ascendancy at 00:13 see stats
By SansTE4 the Shalore Shadowblade level 16
57th Haze 122nd year of Ascendancy at 01:12 see stats
By SansTE4 the Shalore Shadowblade level 34
46th Dusk 123rd year of Ascendancy at 18:09 see stats
Log
You gain 8.01 gold from the transmogrification of blighted dragonbone magestaff (30-36 power, 6 apr, cold element).
You gain 8.71 gold from the transmogrification of wyrm's living mindstar of persecution (16.5-18.15 power, 40 apr, mind damage).
You gain 4.05 gold from the transmogrification of dragonbone longbow of acid.
You gain 3.02 gold from the transmogrification of chilling voratun dagger (39-50.7 power, 9 apr).
You gain 11.77 gold from the transmogrification of restful voratun amulet of manastreaming.
You gain 1.50 gold from the transmogrification of wild infusion of the duelist (resist 39%; cure physical).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 5 turns (stop reason: interesting character).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the outskirts of Last Hope, with no trace of the portal...
Saving game...
Saving done.
SansTE4 deactivates Shadow Combat.
SansTE4 deactivates Shadow Feed.
SansTE4 deactivates Essence of Speed.
SansTE4 deactivates Chant of Fortitude.
SansTE4 deactivates Precise Strikes.
SansTE4 deactivates Trained Reactions.