










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 38 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 14 on the 74th Dusk 122nd year of Ascendancy at 23:26 4 / 3Killed by assassin at level 14 on the 75th Dusk 122nd year of Ascendancy at 00:51 Killed by poison gas trap at level 30 on the 66th Pyre 123rd year of Ascendancy at 09:50 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 66 (base 60) |
| Magic | 118 (base 60) |
| Willpower | 33 (base 10) |
| Cunning | 60 (base 36) |
Resources
| Life | 847/847 |
| Mana | 317/317 |
| Negative | 126/126 |
| Positive | 131/131 |
| Healing Factor | 1.3559322033899 |
| Regeneration | 0.33898305084747 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 12 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 40 |
| Crit Chance | 39% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 80 |
| Crit Chance | 93% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +38% |
| Light | +77% |
| Temporal | +10% |
| Physical | +12% |
| Cold | +35% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 55 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 37%( 70%) |
| All | + 26%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 46%( 70%) |
| Temporal | + 26%( 70%) |
| Physical | + 30%( 70%) |
| Darkness | + 36%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Confusion Resistance | 45% |
| Stun Resistance | 95% |
| Instadeath Resistance | 100% |
| Blind Resistance | 64% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 690 damage for 5 turns. 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 physical effect and reduce all damage taken by 43% for 2 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 989% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Celestial / Circles | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Corona |
| talent | Hymn of Perseverance |
| talent | Premonition |
| talent | Hymn Nocturnalist |
| talent | Chant of Resistance |
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 again | active |
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 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Lady Zoisla the Tidebringer. Escort: lost warrior (level 2 of Scintillating Caves) | failed |
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 |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 77. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | 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 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 | Layytira (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +5 Dex / +5 Mag / +3 Con Maximum encumbrance: +27 Physical save: +7 (+4 eff.) A pair of boots made of leather. |
| Light source | ethereal alchemist's lamp of the sunPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +7% darkness Changes damage: +8% light Damage affinity(heal): +5% light Spellpower: +10 (+2 eff.) Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 399.07 light damage. At talent level 3 you gain 43% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | defender's hardened leather cap of fortune (6 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +9 Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +8 Lck Changes resistances: +5% all Physical save: +8 (+4 eff.) Spell crit. chance: +4% Mental crit. chance: +3% A cap made of leather. |
| Tool | Polyma the Nightking [power 284] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +5% physical Changes damage: +6% darkness Critical mult.: +10.00% It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 62. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper quartz ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+4 eff.) Changes stats: +6 Cun / +6 Mag Changes damage: +12% cold / +5% all Spell save: +9 (+3 eff.) Stun/Freeze immunity: +30% Mana when firing critical spell: +2.00 Maximum vim: +10.00 Spellpower: +34 (+7 eff.) Mindpower: +7 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
| On fingers | gold quartz ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 53% Damage when hit (Melee): 4 nature / 4 cold Changes stats: +7 Mag / +12 Wil / +6 Cun Changes resistances: +12% nature Changes damage: +3% cold Blindness immunity: +29% Stun/Freeze immunity: +30% Spellpower: +10 (+2 eff.) Mindpower: +7 (+2 eff.) Infravision radius: +4 See stealth: +12 See invisible: +15 Rings can have magical properties. |
| Around waist | noble's hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag / +8 Wil / +5 Cun Damage against: +15% Summoned Reduced damage from: +22% Summoned Spell crit. chance: +4% A belt that goes around your waist. |
| In main hand | Runoruirath the Hazegash (25-30 power, 5 apr, light element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +12% acid / +6% darkness / +5% arcane / +3% nature Changes damage: +25% light / +15% cold Talent granted: +1 Command Staff Critical mult.: +15.00% Spell save: +15 (+5 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +3 Changes stats: +3 Dex Mana each turn: +0.31 Spellpower: +8 (+2 eff.) Spell crit. chance: +9% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stargazer's cashmere robe of light (+27%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +27% light / +11% all Changes damage: +33% light / +7% darkness Spellpower: +7 (+2 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak of backstabbing (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Critical mult.: +12.00% Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's stralite amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +12 Changes stats: +3 Mag Changes damage: +6% light / +5% temporal / +4% darkness / +7% physical Critical mult.: +16.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
Inventory
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! |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Cracklewill the dwarven-steel dagger (16-20.8 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 lightning Damage (radius 1) on hit: +8 acid Damage (radius 2) on crit: +16 acid When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * 20% chance to reduce armor by 45% * 20% chance to reduce all saves and defense by 26 Changes resistances penetration: +25% acid Changes damage: +12% lightning Sharp, short and deadly. |
yew longbow 'Haregasin'Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 On weapon hit: * 20% chance to reduce armor by 45% When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +6.0% Changes stats: +8 Dex / +3 Mag / +3 Cun Mindpower: +10 (+3 eff.) Mental crit. chance: +8% See invisible: +9 Longbows are used to shoot arrows at your foes. |
Wretchnigh the stralite mace (35-49 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +15 nature When wielded/worn: Changes resistances: +12% light / +21% fire Changes resistances penetration: +25% nature Changes damage: +12% fire / +18% nature / +9% light Blunt and deadly. |
Gleamrock the 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 penetration: +3 Physical crit. chance: +5.0% Armour: +3 Fatigue: -8% Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +4 Con Changes resistances: +3% physical Changes damage: +21% light Maximum encumbrance: +38 Physical save: +11 (+6 eff.) A pair of boots made of leather. |
Galohell the Woewend (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +3 Damage when hit (Melee): 6 darkness Changes stats: +6 Cun Changes resistances: +15% darkness / +15% blight Changes resistances penetration: +15% darkness Changes damage: +6% blight / +21% darkness Infravision radius: +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
425 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. |
7 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. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
8 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. |
2 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. |
19 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
11 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
10 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 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. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Aten the Shalore Anorithil level 34
1st Haze 123rd year of Ascendancy at 18:35 see stats
Against all odds
Killed Ukruk in the ambush.By Aten the Shalore Anorithil level 34
49th Dusk 123rd year of Ascendancy at 19:46 see stats
Arachnophobia
Destroyed the spydric menace.By Aten the Shalore Anorithil level 37
3rd Regrowth 124th year of Ascendancy at 05:52 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Aten the Shalore Anorithil level 37
12nd Regrowth 124th year of Ascendancy at 21:44 see stats
Bringer of Doom
Killed a Bringer of Doom.By Aten the Shalore Anorithil level 32
42nd Dusk 123rd year of Ascendancy at 15:47 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Aten the Shalore Anorithil level 15
56th Haze 122nd year of Ascendancy at 15:39 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Aten the Shalore Anorithil level 35
9th Haze 123rd year of Ascendancy at 12:05 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Aten the Shalore Anorithil level 18
9th Decay 122nd year of Ascendancy at 05:30 see stats
Exterminator
Killed 1000 creatures.By Aten the Shalore Anorithil level 19
10th Decay 122nd year of Ascendancy at 06:03 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Aten the Shalore Anorithil level 23
31st Regrowth 123rd year of Ascendancy at 03:22 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aten the Shalore Anorithil level 25
57th Regrowth 123rd year of Ascendancy at 11:07 see stats
Level 10
Got a character to level 10.By Aten the Shalore Anorithil level 10
23rd Dusk 122nd year of Ascendancy at 23:35 see stats
Level 20
Got a character to level 20.By Aten the Shalore Anorithil level 20
1st Regrowth 123rd year of Ascendancy at 04:30 see stats
Level 30
Got a character to level 30.By Aten the Shalore Anorithil level 30
51st Pyre 123rd year of Ascendancy at 21:24 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Aten the Shalore Anorithil level 3
76th Pyre 122nd year of Ascendancy at 18:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Aten the Shalore Anorithil level 14
75th Dusk 122nd year of Ascendancy at 02:28 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Aten the Shalore Anorithil level 26
77th Regrowth 123rd year of Ascendancy at 17:09 see stats
Size is everything
Did over 1500 damage in one attack.By Aten the Shalore Anorithil level 32
43rd Dusk 123rd year of Ascendancy at 06:06 see stats
Size matters
Did over 600 damage in one attack.By Aten the Shalore Anorithil level 18
10th Decay 122nd year of Ascendancy at 00:48 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Aten the Shalore Anorithil level 36
9th Haze 123rd year of Ascendancy at 18:48 see stats
The Arena
Unlocked Arena mode.By Aten the Shalore Anorithil level 12
30th Dusk 122nd year of Ascendancy at 09:31 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aten the Shalore Anorithil level 20
20th Regrowth 123rd year of Ascendancy at 05:40 see stats
The secret city
Discovered the truth about mages.By Aten the Shalore Anorithil level 9
17th Dusk 122nd year of Ascendancy at 18:05 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Aten the Shalore Anorithil level 38
22nd Pyre 124th year of Ascendancy at 06:51 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Aten the Shalore Anorithil level 20
19th Regrowth 123rd year of Ascendancy at 14:03 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Aten the Shalore Anorithil level 32
43rd Dusk 123rd year of Ascendancy at 16:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Aten the Shalore Anorithil level 21
24th Regrowth 123rd year of Ascendancy at 10:49 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Aten the Shalore Anorithil level 33
49th Dusk 123rd year of Ascendancy at 06:21 see stats
Log
Aten deactivates Chant of Resistance.
Aten deactivates Corona.
Aten deactivates Hymn of Perseverance.
A shield forms around Aten.
Aten deactivates Hymn Nocturnalist.
Aten deactivates Premonition.


























































































