











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 50 / 3289% |
Size | gargantuan |
Lifes / Deaths | Killed by Arura the master vampire at level 50 on the 58th Pyre 125th year of Ascendancy at 16:17 / 3Killed by Mayuwen the brown bear at level 50 on the 58th Pyre 125th year of Ascendancy at 16:19 Killed by Mayuwen the brown bear at level 50 on the 58th Pyre 125th year of Ascendancy at 16:25 |
Antimagic | Follower |
Primary Stats
Strength | 216 (base 65) |
Dexterity | 78 (base 51) |
Constitution | 147 (base 63) |
Magic | 22 (base 11) |
Willpower | 52 (base 15) |
Cunning | 93 (base 60) |
Resources
Life | -2313/2102 |
Stamina | 378/392 |
Equilibrium | 0 |
Healing Factor | 2.0182649842272 |
Regeneration | 117.58233218552 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -41.290322580645% |
Spell | 0% |
Global | +66.225165562914% |
Vision
Sight | 8 |
Lite | 12 |
Infravision | 5 |
See Stealth | 68.601735099766 |
See Invisible | 68.601735099766 |
Offense: Mainhand
Damage | 321 |
Accuracy | 57 |
Crit Chance | 57% |
APR | 56 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Light | +22% |
All | +7% |
Physical | +17% |
Mind | +13% |
Nature | +10% |
Offense: Damage Penetration
Darkness | +29% |
Nature | +19% |
Mind | +29% |
Fire | +29% |
Cold | +19% |
All | +14% |
Defense: Base
Armour (hardiness) | 71.723073231957 (100%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 86 |
Spell Save | 61 |
Mental Save | 66 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 49%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 22%( 70%) |
Darkness | + 61%( 80%) |
Light | + 60%( 70%) |
Physical | + 24%( 70%) |
Mind | + 24%( 70%) |
Fire | + 70%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 50% |
Knockback Resistance | 40% |
Confusion Resistance | 40% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 40% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 844 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 63% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 510 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1215% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1204 life. The duration and life will increase by 1% for every 1% life you have lost (currently 3733 life, 21 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | Reduces global action speed by 51%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Keeps you from dying even if your life drops to -1204 Heroism |
detrimental effect | The target is disabled, reducing movement speed by 51% and accuracy by 56. Disable |
beneficial effect | You gain 63% resistance against arcane and cold. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by skeleton archer. Escort: temporal explorer (level 7 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 |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 100): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 353 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 101): Rush Hour (353)Turns left: 269 You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 103): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 122 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 106): Rush Hour (122)Turns left: 89 You completed the challenge and received: Random Artifact: Destala's Scales (10 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 110): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 112): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 113): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 62 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 116): Rush Hour (62)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 117): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 119): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 120): PacifistYou completed the challenge and received: +1 Prodigy Point and +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 98 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 121): Rush Hour (98)Turns left: 68 You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 123): Mirror MatchYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 125): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 127): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 130): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 116 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 131): Rush Hour (116)Turns left: 93 You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 75): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 78): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 80): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 81): ExterminatorYou completed the challenge and received: Random Artifact: Glitterwrest (43.5-60.9 power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 82): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 83): ExterminatorYou completed the challenge and received: Random Artifact: Bloomsoul (8-8.8 power, 13 apr, nature damage) | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 84): Headhunter1 / 3 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 85): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 134 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 86): Rush Hour (134)Turns left: 82 You completed the challenge and received: Random Artifact: Snow Giant Wraps (0 def, 2 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 88): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 90): Headhunter0 / 3 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 91): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 89 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 92): Rush Hour (89)Turns left: 77 You completed the challenge and received: Random Artifact: Bregaharagar (10-12 power, 2 apr, physical element) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 93): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 260 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 96): Rush Hour (260)Turns left: 129 You completed the challenge and received: Random Artifact: Dragonskull Helm (0 def, 20 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 233 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 98): Rush Hour (233)Turns left: 199 You completed the challenge and received: Random Artifact: Hazehunger (37-51.8 power, 5 apr) | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 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. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2528. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +7 Str / +5 Con Changes damage: +7% physical Stamina each turn: +0.70 Maximum life: +45.00 Movement speed: +10% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Boots of the Hunter. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Changes stats: +6 Con Changes resistances: +9% light / +15% blight / +6% fire / +6% arcane / +6% nature Changes resistances penetration: +15% fire / +15% darkness / +14% all Changes damage: +6% mind Mental save: +12 (+3 eff.) Blindness immunity: +40% Confusion immunity: +30% Life regen: +16.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +12% Light radius: +13 See stealth: +25 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 24 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. This object's appearance was changed to Dragon-helm of Kroltar. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 500 Activation puts all charms on cooldown for 9 turns. When used: * Heal for 90. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +17 Physical power: +15 (+2 eff.) Defense: +16 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 57% * 20% chance to reduce all saves and defense by 30 Damage when hit (Melee): 4 lightning Changes stats: +10 Str / +10 Wil / +14 Con Changes resistances: +21% acid / +3% mind Changes resistances penetration: +5% nature / +15% mind Changes damage: +3% nature Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) Maximum stamina: +40.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +5 Str / +8 Con Life regen: +11.00 Maximum life: +73.00 Healing mod.: +17% Rings can have magical properties. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +15 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +13 Str / +11 Dex / +7 Wil / +7 Cun / +6 Con Changes resistances: +2% physical / +14% cold / +14% fire Changes resistances penetration: +5% cold Changes damage: +3% physical Physical save: +35 (+7 eff.) Spell save: +20 (+5 eff.) Mental save: +19 (+5 eff.) Life regen: +3.60 Only die when reaching: -60.00 life Healing mod.: +30% Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. This object's appearance was changed to Dream Malleus. |
On hands | ![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +4 Armour: +3 Defense: +20 (+5 eff.) Fatigue: +5% Changes stats: +12 Str Physical save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% Mana when firing critical spell: +2.00 Maximum mana: +60.00 Spellpower: +25 (+11 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to voratun gauntlets. |
Main armor | ![]() Requires: - Massive armour training - Strength 44 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+5 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+8 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. This item has been sent to the Item's Vault. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Changes resistances: +20% blight / +25% fire / +20% nature / +25% light Stealth bonus: +15 Life regen: +10.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 5.6 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 469.05 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Inventory
![]() 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! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. This item has been sent to the Item's Vault. |
![]() Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+2 eff.) Changes resistances: +0% all It can be used to activate talent Rush (costing 9 power out of 25/25) : Effective talent level: 3.9 Power cost: 9 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+18 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 120 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." |
![]() Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() marauder's reinforced leather armour (21 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +21 (+5 eff.) Fatigue: +8% Changes stats: +9 Str / +7 Dex Physical save: +17 (+3 eff.) A suit of armour made of leather. |
![]() 0.00 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. |
![]() 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 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. 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 122 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) 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 0.00 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. |
![]() 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: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Domhnall the Cornac Berserker level 22
18th Pyre 123rd year of Ascendancy at 04:27 see stats
By Domhnall the Cornac Berserker level 33
60th Haze 123rd year of Ascendancy at 00:13 see stats
By Domhnall the Cornac Berserker level 50
53rd Haze 124th year of Ascendancy at 14:03 see stats
By Domhnall the Cornac Berserker level 33
77th Dusk 123rd year of Ascendancy at 00:39 see stats
By Domhnall the Cornac Berserker level 21
65th Regrowth 123rd year of Ascendancy at 04:32 see stats
By Domhnall the Cornac Berserker level 36
5th Allure 124th year of Ascendancy at 18:24 see stats
By Domhnall the Cornac Berserker level 37
54th Regrowth 124th year of Ascendancy at 16:52 see stats
By Domhnall the Cornac Berserker level 43
49th Dusk 124th year of Ascendancy at 17:37 see stats
By Domhnall the Cornac Berserker level 50
28th Regrowth 125th year of Ascendancy at 08:44 see stats
By Domhnall the Cornac Berserker level 35
2nd Allure 124th year of Ascendancy at 12:55 see stats
By Domhnall the Cornac Berserker level 50
17th Regrowth 125th year of Ascendancy at 06:32 see stats
By Domhnall the Cornac Berserker level 43
55th Dusk 124th year of Ascendancy at 00:41 see stats
By Domhnall the Cornac Berserker level 14
12nd Haze 122nd year of Ascendancy at 08:33 see stats
By Domhnall the Cornac Berserker level 34
72nd Haze 123rd year of Ascendancy at 04:02 see stats
By Domhnall the Cornac Berserker level 50
26th Regrowth 125th year of Ascendancy at 15:41 see stats
By Domhnall the Cornac Berserker level 18
1st Decay 122nd year of Ascendancy at 00:18 see stats
By Domhnall the Cornac Berserker level 50
20th Regrowth 125th year of Ascendancy at 01:23 see stats
By Domhnall the Cornac Berserker level 19
2nd Decay 122nd year of Ascendancy at 13:12 see stats
By Domhnall the Cornac Berserker level 26
51st Pyre 123rd year of Ascendancy at 08:51 see stats
By Domhnall the Cornac Berserker level 50
5th Allure 125th year of Ascendancy at 07:58 see stats
By Domhnall the Cornac Berserker level 50
34th Haze 124th year of Ascendancy at 02:57 see stats
By Domhnall the Cornac Berserker level 24
36th Pyre 123rd year of Ascendancy at 07:39 see stats
By Domhnall the Cornac Berserker level 50
24th Regrowth 125th year of Ascendancy at 07:30 see stats
By Domhnall the Cornac Berserker level 50
53rd Pyre 125th year of Ascendancy at 13:12 see stats
By Domhnall the Cornac Berserker level 50
35th Pyre 125th year of Ascendancy at 08:08 see stats
By Domhnall the Cornac Berserker level 50
52nd Pyre 125th year of Ascendancy at 06:52 see stats
By Domhnall the Cornac Berserker level 10
5th Flare 122nd year of Ascendancy at 05:50 see stats
By Domhnall the Cornac Berserker level 20
9th Decay 122nd year of Ascendancy at 15:14 see stats
By Domhnall the Cornac Berserker level 30
1st Dusk 123rd year of Ascendancy at 19:31 see stats
By Domhnall the Cornac Berserker level 40
50th Pyre 124th year of Ascendancy at 10:08 see stats
By Domhnall the Cornac Berserker level 50
12nd Haze 124th year of Ascendancy at 07:07 see stats
By Domhnall the Cornac Berserker level 41
5th Mirth 124th year of Ascendancy at 21:59 see stats
By Domhnall the Cornac Berserker level 50
72nd Haze 124th year of Ascendancy at 23:22 see stats
By Domhnall the Cornac Berserker level 50
6th Decay 124th year of Ascendancy at 23:12 see stats
By Domhnall the Cornac Berserker level 14
68th Dusk 122nd year of Ascendancy at 03:23 see stats
By Domhnall the Cornac Berserker level 26
1st Mirth 123rd year of Ascendancy at 05:31 see stats
By Domhnall the Cornac Berserker level 20
1st Wintertide 123rd year of Ascendancy at 21:11 see stats
By Domhnall the Cornac Berserker level 35
72nd Haze 123rd year of Ascendancy at 06:25 see stats
By Domhnall the Cornac Berserker level 50
20th Regrowth 125th year of Ascendancy at 01:21 see stats
By Domhnall the Cornac Berserker level 42
4th Dusk 124th year of Ascendancy at 09:29 see stats
By Domhnall the Cornac Berserker level 7
4th Mirth 122nd year of Ascendancy at 19:13 see stats
By Domhnall the Cornac Berserker level 50
73rd Haze 124th year of Ascendancy at 02:03 see stats
By Domhnall the Cornac Berserker level 50
20th Regrowth 125th year of Ascendancy at 01:23 see stats
By Domhnall the Cornac Berserker level 41
5th Mirth 124th year of Ascendancy at 21:02 see stats
By Domhnall the Cornac Berserker level 7
6th Mirth 122nd year of Ascendancy at 11:51 see stats
By Domhnall the Cornac Berserker level 37
78th Regrowth 124th year of Ascendancy at 20:37 see stats
By Domhnall the Cornac Berserker level 21
2nd Pyre 123rd year of Ascendancy at 16:13 see stats
By Domhnall the Cornac Berserker level 29
2nd Summertide 123rd year of Ascendancy at 16:48 see stats
By Domhnall the Cornac Berserker level 16
69th Haze 122nd year of Ascendancy at 12:22 see stats
By Domhnall the Cornac Berserker level 50
58th Pyre 125th year of Ascendancy at 16:17 see stats
By Domhnall the Cornac Berserker level 32
76th Dusk 123rd year of Ascendancy at 12:52 see stats
By Domhnall the Cornac Berserker level 50
24th Regrowth 125th year of Ascendancy at 18:52 see stats
Log
Domhnall slows down.
Domhnall hits Copperhead snake for 282 physical, 0 arcane (282 total damage).
Melee retaliation hits Mayuwen the brown bear for (3 flat reduction), 0 lightning (0 total damage).
Mayuwen the brown bear hits Domhnall for 342 physical, 12 physical, 7 physical, 7 physical (368 total damage).
Melee retaliation hits Copperhead snake for 4 lightning damage.
Copperhead snake hits Domhnall for 25 physical damage.
Arura the master vampire casts Aether Beam.
Arura the master vampire's spell attains critical power!
Arura the master vampire's aether beam hits Domhnall for 24 arcane damage.
Arura the master vampire's aether beam hits Domhnall for 26 arcane damage.
Arura the master vampire's aether beam hits Domhnall for 26 arcane damage.
Copperhead snake is confused and fails to use Attack.
Arura the master vampire's aether beam hits Domhnall for 26 arcane damage.
Arura the master vampire's aether beam hits Domhnall for 26 arcane damage.
Mayuwen the brown bear resists!
Arura the master vampire's aether beam hits Mayuwen the brown bear for (35 flat reduction), 238 arcane (238 total damage).
Arura the master vampire's aether beam hits Domhnall for 26 arcane damage.
Mayuwen the brown bear resists!
Arura the master vampire's aether beam hits Mayuwen the brown bear for (35 flat reduction), 238 arcane (238 total damage).
Arura the master vampire's aether beam hits Domhnall for 26 arcane damage.
Mayuwen the brown bear throws two quick punches.
Mayuwen the brown bear performs a melee critical strike against Domhnall!
Mayuwen the brown bear performs a melee critical strike against Domhnall!
Mayuwen the brown bear hits Domhnall for 1241 physical damage.
Melee retaliation hits Mayuwen the brown bear for (3 flat reduction), 0 lightning, (3 flat reduction), 0 lightning (0 total damage).
Domhnall the level 50 cornac berserker was pierced to death by Mayuwen the brown bear on level 131 of Infinite Dungeon.
Domhnall speeds up.
Domhnall is no longer attuned.
Domhnall is not disabled anymore.