











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 50 / 1189% |
| Size | big |
| Lifes / Deaths | Killed by Silulle the ghoul at level 23 on the 7th Shortage 122nd year of Ascendancy at 18:15 3 / 5Killed by Adykira the dredgling at level 24 on the 11st Shortage 122nd year of Ascendancy at 00:41 Killed by master vampire at level 24 on the 11st Shortage 122nd year of Ascendancy at 10:52 Killed by Nesha at level 33 on the 26th Steel 123rd year of Ascendancy at 11:32 Killed by Nesha at level 50 on the 19th Steel 124th year of Ascendancy at 20:53 |
| Antimagic | Follower |
Primary Stats
| Strength | 121 (base 60) |
| Dexterity | 75 (base 60) |
| Constitution | 109 (base 60) |
| Magic | 14 (base 10) |
| Willpower | 93 (base 60) |
| Cunning | 42 (base 31) |
Resources
| Life | 2292/2292 |
| Stamina | 354/374 |
| Equilibrium | 65 |
| Healing Factor | 2.2422580645163 |
| Regeneration | 61.989808310731 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +1000% |
| Spell | 0% |
| Global | +143.89289846615% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | 49.094063223628 |
| See Invisible | 54.094063223628 |
Offense: Mainhand
| Damage | 232 |
| Accuracy | 76 |
| Crit Chance | 39% |
| APR | 30 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Temporal | +9% |
| Physical | +41% |
| Nature | +20% |
| All | 0% |
Offense: Damage Penetration
| All | +15% |
Defense: Base
| Armour (hardiness) | 146.55493361841 (100%) |
| Defense | 47 |
| Ranged Defense | 51 |
| Fatigue | 47 |
| Physical Save | 85 |
| Spell Save | 65 |
| Mental Save | 65 |
Defense: Resistances
| Acid | + 67%( 70%) |
| Blight | + 53%( 70%) |
| Arcane | + 15%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 15%( 70%) |
| Lightning | + 15%( 70%) |
| Physical | + 28%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Confusion Resistance | 60% |
| Disarm Resistance | 39% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 21% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 714 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 309 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Superiority | 1.65 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 2.15 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Precise Strikes |
| talent | Shield Wall |
| talent | Wild Growth |
| talent | Elemental Harmony |
| talent | Shattering Impact |
| talent | Antimagic Shield |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+24). Continuum Destabilization |
| beneficial effect | Increases global speed by 44%. Elemental Harmony |
| beneficial effect | The target's skin reacts to damage, granting 40 armour. Stoneskin |
| beneficial effect | You gain 46% resistance against acid. Resolve |
| beneficial effect | Movement is 1000% faster. Step Up |
| detrimental effect | The target has been splashed with acid, taking 20.56 acid damage per turn, reducing armour by 30 and attack by 26. Acid Splash |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall. You were forced to kill her. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 1597. | 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. | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Agrimley the hermit has completed an elixir of serendipity 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Emomira the NimbuswyrdCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Effects on melee hit: * 30% chance to daze at end of turn * 32% chance to blind * 43% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 lightning Changes resistances penetration: +15% all Changes damage: +9% lightning / +9% temporal Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Bareragrim the voratun helm (0 def, 15 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +15 Fatigue: +5% Damage when hit (Melee): 4 physical Changes stats: +14 Str / +8 Dex / +6 Wil / +5 Cun / +4 Con Changes resistances: -31% light Critical mult.: +6.00% Mental save: +14 (+4 eff.) Life regen: +8.00 Stamina each turn: +0.40 Light radius: +2 Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | sand drakeskin leather gloves of the juggernaut (0 def, 11 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +11 Damage (Melee): 10 physical Changes stats: +3 Con Changes damage: +8% physical Physical save: +19 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +39% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.3 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 28% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +1.70 Maximum life: +83.00 Healing mod.: +28% Rings can have magical properties. |
| Around neck | starlit voratun amulet of perfection (0.35 Technique / Superiority,0.35 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +20% light / +22% darkness Talent masteries: +0.35 Technique / Superiority +0.35 Technique / Combat training Blindness immunity: +30% Amulets can have magical properties. |
| In main hand | Razorblade, the Cursed Waraxe (170% power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 170% Range: 1.4x Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 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. |
| Around waist | monstrous drakeskin leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Str / +5 Wil / +5 Con Physical save: +8 (+2 eff.) Mental save: +11 (+3 eff.) Maximum life: +79.00 Size category: +1 A belt that goes around your waist. |
| In off hand | Sanguine Shield (14 def, 4 armour, 100% power, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+4 eff.) Ranged Defense: +14 (+5 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
| Cloak | battlemaster's elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Str / +3 Dex / +5 Con Talent mastery: +0.30 Technique / Combat training Spell save: -21 (-5 eff.) Stamina each turn: +0.90 Mana each turn: -0.36 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloak of Deception. |
| Main armor | impenetrable voratun plate armour of Eyal (9 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+3 eff.) Fatigue: +26% Life regen: +3.80 Maximum life: +71.00 Healing mod.: +18% A suit of armour made of metal plates. |
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! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
savior's voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +12% blight / +12% fire Critical mult.: +18.00% Physical save: +16 (+3 eff.) Spell save: +20 (+5 eff.) Mental save: +21 (+6 eff.) Spellpower: +7 (+6 eff.) Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 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. |
Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Anmalice (158% power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-8 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Corpathus (150% power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +16.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +20.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
truestriking voratun longsword of evisceration (153% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +5 Physical crit. chance: +11.0% Physical power: +13 (+3 eff.) Changes resistances penetration: +11% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun longsword of evisceration (154% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +11 Physical crit. chance: +12.0% Physical power: +14 (+3 eff.) Changes resistances penetration: +12% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun longsword of phasing (153% power, 18 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +35% When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +12 Changes resistances penetration: +11% physical Sharp, long, and deadly. |
Nature's Vengeance (150% power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+1 eff.) Changes resistances: +0% all It can be used to activate talent Rush (costing 15 power out of 25/25) : Effective talent level: 3.9 Power cost: 15 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
Ureslak's Femur (164% power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Power: 164% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
This item will automatically be transmogrified when you leave the level.balanced voratun mace of erosion (154% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 nature / +15 temporal When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +13 (+4 eff.) Disarm immunity: +30% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun mace (156% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +20 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +2% Blunt and deadly. |
warbringer's voratun mace of massacre (169% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 170% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +11% physical Disarm immunity: +31% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Squalorstake the dragonbone vilestaff (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 arcane Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +16 mind When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +16% mind / +5% arcane Changes resistances penetration: +28% mind Changes damage: +30% darkness / +9% nature Talent granted: +1 Command Staff Spellpower: +32 (+19 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magewarrior's short dragonbone magestaff of blasting (136% power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +10.0% Physical power: +11 (+2 eff.) Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +33 (+19 eff.) Spell crit. chance: +18% It can be used to unleash an elemental blastwave, dealing 36.81 to 44.18 arcane damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 37 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Critical mult.: +11.00% A belt that goes around your waist. |
skylord's drakeskin leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +3 Wil / +4 Cun / +4 Con Physical save: +17 (+3 eff.) Spell save: +13 (+4 eff.) Mental save: +27 (+7 eff.) Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.shadow elven-silk cloak of conjuring (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +25% darkness Changes resistances penetration: +11% arcane / +17% darkness Changes damage: +13% arcane / +19% darkness Critical mult.: +25.00% Stealth bonus: +19 Maximum mana: +81.00 Spellpower: +8 (+7 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.insulating pair of voratun boots of disengagement (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Cun / +4 Dex Changes resistances: +13% fire / +11% cold It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 74% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level.stabilizing voratun helm of absorption (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +25 (+5 eff.) Stamina when hit: +2.20 Equilibrium when hit: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's voratun helm of precognition (4 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +5 Defense: +4 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str / +5 Wil / +6 Cun Changes resistances: +13% physical Physical save: +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable dwarven-steel plate armour of the deep (5 def, 23 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +23 Defense: +5 (+1 eff.) Fatigue: +24% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.impenetrable voratun plate armour of delving (9 def, 31 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +31 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +8 Str Changes resistances: +16% darkness / +15% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.corrosive voratun shield of radiance (12 def, 3 armour, 100% power, 215.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 181% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +216 Damage (Melee): +17 acid / +20 light When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 19% chance to corrode armour by 30% * 21% chance to blind Changes stats: +6 Mag / +10 Con Changes resistances: +17% acid / +20% light Talent granted: +5 Block Handheld deflection devices. |
flaming voratun shield of earthen fury (12 def, 11 armour, 100% power, 198 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +198 On weapon hit: * deal bonus physical damage equal to your armor Burst (radius 1) on hit: +15 fire When wielded/worn: Armour: +11 Armour Hardiness: +10% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 9 fire Damage when hit (Melee): 17 fire Changes resistances: +17% physical Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.deadly quiver of dragonbone arrows of wind (23/23, 181% power, 18 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 181% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
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. |
193 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. |
18 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. |
17 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. |
13 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 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. |
12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 topaz0.00 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. |
brutal voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +10 (+2 eff.) Changes stats: +3 Str Critical mult.: +13.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
25 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. |
15 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 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. |
11 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 237.00 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
dwarven lantern 'Hettydil'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +10 Mag / +7 Con Changes damage: +12% temporal Mental save: +15 (+4 eff.) Light radius: +4 See stealth: +24 See invisible: +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
preserving dwarven lantern of illusionInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Con Changes resistances: +10% blight Physical save: +10 (+2 eff.) Spell save: +17 (+5 eff.) Mental save: +10 (+3 eff.) Life regen: +2.60 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
26 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
24 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 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. |
13 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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, costing 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. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 307.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +0 Str / +0 Wil / +8 Cun / +0 Con Changes resistances: +15% lightning / +0% all Changes damage: +15% lightning Physical save: +18 (+4 eff.) Mental save: +0 (+0 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turns cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Persistant WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+3 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower), costing 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
This item will automatically be transmogrified when you leave the level.webbed dragonbone totem of thorny skin [power 80] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Lay Web (-1 turn) Talent granted: +4 Lay Web It can be used to harden the skin for 7 turns increasing armour by 80 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
18 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. |
27 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
22 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 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. |
15 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. |
8 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. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Nesha the Dwarf Bulwark level 31
13rd Iron 123rd year of Ascendancy at 21:50 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Nesha the Dwarf Bulwark level 46
3rd Iron 124th year of Ascendancy at 13:08 see stats
Against all odds
Killed Ukruk in the ambush.By Nesha the Dwarf Bulwark level 28
20th Shortage 122nd year of Ascendancy at 16:17 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Nesha the Dwarf Bulwark level 17
21st Dearth 122nd year of Ascendancy at 00:51 see stats
Arachnophobia
Destroyed the spydric menace.By Nesha the Dwarf Bulwark level 45
19th Shortage 123rd year of Ascendancy at 02:20 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 Nesha the Dwarf Bulwark level 48
9th Iron 124th year of Ascendancy at 02:10 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Nesha the Dwarf Bulwark level 45
25th Loss 123rd year of Ascendancy at 06:23 see stats
Brave new world
Went to the Far East and took part in the war.By Nesha the Dwarf Bulwark level 37
37th Stralite 123rd year of Ascendancy at 20:34 see stats
Bringer of Doom
Killed a Bringer of Doom.By Nesha the Dwarf Bulwark level 15
10th Dearth 122nd year of Ascendancy at 23:55 see stats
Clone War
Destroyed your own Shade.By Nesha the Dwarf Bulwark level 37
41st Stralite 123rd year of Ascendancy at 21:42 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Nesha the Dwarf Bulwark level 7
13rd Profit 122nd year of Ascendancy at 20:30 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Nesha the Dwarf Bulwark level 44
34th Dearth 123rd year of Ascendancy at 18:59 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Nesha the Dwarf Bulwark level 36
34th Stralite 123rd year of Ascendancy at 02:16 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Nesha the Dwarf Bulwark level 35
32nd Stralite 123rd year of Ascendancy at 01:54 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Nesha the Dwarf Bulwark level 19
44th Dearth 122nd year of Ascendancy at 09:59 see stats
Exterminator
Killed 1000 creatures.By Nesha the Dwarf Bulwark level 17
16th Dearth 122nd year of Ascendancy at 22:52 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nesha the Dwarf Bulwark level 22
3rd Loss 122nd year of Ascendancy at 22:40 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Nesha the Dwarf Bulwark level 50
28th Iron 124th year of Ascendancy at 00:47 see stats
Guiding Hand
Saved all escorted adventurers.By Nesha the Dwarf Bulwark level 35
31st Stralite 123rd year of Ascendancy at 06:41 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nesha the Dwarf Bulwark level 17
14th Dearth 122nd year of Ascendancy at 20:50 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Nesha the Dwarf Bulwark level 49
9th Iron 124th year of Ascendancy at 04:08 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Nesha the Dwarf Bulwark level 30
8th Iron 123rd year of Ascendancy at 06:49 see stats
Level 10
Got a character to level 10.By Nesha the Dwarf Bulwark level 10
29th Profit 122nd year of Ascendancy at 21:24 see stats
Level 20
Got a character to level 20.By Nesha the Dwarf Bulwark level 20
44th Dearth 122nd year of Ascendancy at 14:10 see stats
Level 30
Got a character to level 30.By Nesha the Dwarf Bulwark level 30
25th Shortage 122nd year of Ascendancy at 03:48 see stats
Level 40
Got a character to level 40.By Nesha the Dwarf Bulwark level 40
6th Dearth 123rd year of Ascendancy at 14:39 see stats
Level 50
Got a character to level 50.By Nesha the Dwarf Bulwark level 50
27th Iron 124th year of Ascendancy at 18:09 see stats
Orcrist
Killed the leaders of the Orc Pride.By Nesha the Dwarf Bulwark level 46
3rd Iron 124th year of Ascendancy at 15:11 see stats
Selfless
Won ToME by closing the Void portal using yourself as a sacrifice.By Nesha the Dwarf Bulwark level 50
19th Steel 124th year of Ascendancy at 20:53 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Nesha the Dwarf Bulwark level 31
10th Iron 123rd year of Ascendancy at 21:30 see stats
Size is everything
Did over 1500 damage in one attack.By Nesha the Dwarf Bulwark level 41
24th Dearth 123rd year of Ascendancy at 10:58 see stats
Size matters
Did over 600 damage in one attack.By Nesha the Dwarf Bulwark level 29
23rd Shortage 122nd year of Ascendancy at 02:49 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Nesha the Dwarf Bulwark level 36
34th Stralite 123rd year of Ascendancy at 03:08 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Nesha the Dwarf Bulwark level 4
19th Voratun 122nd year of Ascendancy at 13:22 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Nesha the Dwarf Bulwark level 50
19th Steel 124th year of Ascendancy at 20:51 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Nesha the Dwarf Bulwark level 17
14th Dearth 122nd year of Ascendancy at 21:19 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Nesha the Dwarf Bulwark level 40
6th Dearth 123rd year of Ascendancy at 15:24 see stats
The Rat Lich
Killed the terrible Rat Lich.By Nesha the Dwarf Bulwark level 23
6th Loss 122nd year of Ascendancy at 08:53 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nesha the Dwarf Bulwark level 17
17th Dearth 122nd year of Ascendancy at 16:00 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Nesha the Dwarf Bulwark level 38
27th Wealth 123rd year of Ascendancy at 10:57 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Nesha the Dwarf Bulwark level 27
19th Shortage 122nd year of Ascendancy at 13:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Nesha the Dwarf Bulwark level 16
12nd Dearth 122nd year of Ascendancy at 15:08 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Nesha the Dwarf Bulwark level 27
19th Shortage 122nd year of Ascendancy at 20:27 see stats
Log
Nesha performs a melee critical strike against Argoniel!
Nesha prepares for the next kill!.
Nesha steals life from Fire drake hatchling!
Nesha steals life from Xaren!
Nesha hits Argoniel for 59 physical, 15 physical, 74 arcane, 261 physical (408 total damage).
Nesha hits Fire drake hatchling for 110 physical damage.
Nesha hits Xaren for 113 physical damage.
Argoniel hits Nesha for (8 antimagic), 0 temporal (0 total damage).
Nesha killed Argoniel!
Nesha is invigorated by the attack!
Skeleton archer's Shoot hits Nesha for 25 physical, (28 antimagic), 0 nature (25 total damage).
Nesha is invigorated by the attack!
Acid Splash from Argoniel hits Nesha for (15 antimagic), 0 acid (0 total damage).
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
Option unlocked: New Class: Adventurer
Saving done.
Nesha deactivates Daunting Presence.
Nesha slows down.
Nesha is no longer attuned.
Nesha deactivates Antimagic Shield.
Nesha is free from the acid.
Nesha deactivates Shattering Impact.
Nesha deactivates Shield Wall.
Nesha deactivates Wild Growth.
Nesha deactivates Precise Strikes.
Nesha deactivates Elemental Harmony.










































































































































