












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.7.4Official 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 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 50 / 1930% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter (wild summon) at level 20 on the 6th Decay 122nd year of Ascendancy at 21:24 0 / 9Killed by Adida the cutpurse at level 23 on the 13rd Regrowth 123rd year of Ascendancy at 11:33 Killed by Shasshhiy'Kaish at level 28 on the 73rd Regrowth 123rd year of Ascendancy at 10:19 Killed by Shasshhiy'Kaish at level 28 on the 73rd Regrowth 123rd year of Ascendancy at 16:09 Killed by herald of oblivion at level 36 on the 50th Dusk 123rd year of Ascendancy at 01:39 Killed by Voranne the orc berserker at level 50 on the 51st Pyre 124th year of Ascendancy at 17:20 Killed by Hypostasis of Entropy at level 50 on the 65th Pyre 124th year of Ascendancy at 10:02 Killed by Hypostasis of Entropy at level 50 on the 65th Pyre 124th year of Ascendancy at 10:50 Killed by shadow at level 50 on the 65th Pyre 124th year of Ascendancy at 10:54 |
Primary Stats
Strength | 99 (base 60) |
Dexterity | 85 (base 60) |
Constitution | 57 (base 31) |
Magic | 43 (base 9) |
Willpower | 41 (base 20) |
Cunning | 105 (base 60) |
Resources
Life | -314/1511 |
Stamina | 303/324 |
Healing Factor | 1.575111817684 |
Regeneration | 27.170678855049 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 5 |
See Stealth | 50.612486196198 |
See Invisible | 50.612486196198 |
Offense: Mainhand
Damage | 216 |
Accuracy | 78 |
Crit Chance | 98% |
APR | 19 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 73 |
Crit Chance | 54% |
Speed | 1 |
Offense: Mind
Mindpower | 74 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +31% |
Light | +38% |
Temporal | +48% |
Physical | +114% |
Arcane | +42% |
Cold | +49% |
All | +25% |
Offense: Damage Penetration
Physical | +70% |
Temporal | +24% |
Fire | +29% |
Arcane | +27% |
Cold | +29% |
All | +14% |
Defense: Base
Armour (hardiness) | 42.764593763945 (59.794990797553%) |
Defense | 80 |
Ranged Defense | 80 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 41 |
Mental Save | 33 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 56%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 50%( 70%) |
All | + 35%( 70%) |
Lightning | + 48%( 70%) |
Physical | + 67%( 70%) |
Fire | + 40%( 70%) |
Darkness | + 54%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 26% |
Confusion Resistance | 26% |
Teleport Resistance | 20% |
Pinning Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 56% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 941% 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 149 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 71 up to 9 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 352.13 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 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 -839 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1852 life, 15 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 / Tireless Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Buckler Training | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Cunning / Trapping | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Cunning / Called Shots | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Xanoth the icy orc wyrmic. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 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: 2212. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an 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 mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +3.0% Armour: +5 Defense: +20 (+4 eff.) Changes stats: +3 Dex / +5 Con Changes resistances: +21% lightning / +3% physical Changes damage: +21% physical Spellpower: +13 (+3 eff.) A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 180% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +30.0% Capacity: 21 On weapon hit: * 20 arcane resource burn On weapon crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +31 lightning / +21 fire Damage (radius 1) on hit: +16 fire Damage (radius 2) on crit: +15 lightning / +21 fire Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Changes stats: +6 Mag Changes resistances: +9% cold / +14% darkness / +5% arcane Changes resistances penetration: +14% all / +15% cold Changes damage: +13% light / +24% cold Damage affinity(heal): +5% light Spellpower: +11 (+2 eff.) Light radius: +11 It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 253.63 light damage. At talent level 3 you gain 35% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +18% blight / +15% cold Critical mult.: +20.00% Spell save: +6 (+2 eff.) Teleport immunity: +20% Healing mod.: +10% It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 535 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +25 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 41 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 41 Damage (Ranged): 35 physical Changes stats: +17 Cun / +4 Wil Critical mult.: +41.31% Spell save: +12 (+4 eff.) Cut immunity: +26% Confusion immunity: +26% Knockback immunity: +26% Psi when hit: +0.36 Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +25 (+5 eff.) Armour: +10 Defense: +31 (+6 eff.) Changes stats: +3 Dex Changes resistances penetration: +26% physical Critical mult.: +20.88% Life regen: +17.00 Maximum life: +64.00 Mindpower: +25 (+6 eff.) Healing mod.: +16% Rings make your fingers look great! |
Around neck | ![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 9 power out of 16/16) : Effective talent level: 4.0 Power cost: 9 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +11 (+2 eff.) Changes stats: +5 Str / +5 Con Critical mult.: +11.00% Physical save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Cunning 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 191% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +30 physical Damage (radius 1) on hit: +4 acid When wielded/worn: Physical crit. chance: +13.0% Physical power: +10 (+2 eff.) Armour: +10 Fatigue: +8% Changes stats: +6 Wil Changes resistances: +12% acid / +9% fire / +37% physical Changes resistances penetration: +15% fire Changes damage: +6% acid Talent granted: +1 Block Slows Projectiles: +40% Bonus block near projectiles: +85 Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +5 Str / +7 Mag / +6 Wil / +4 Cun / +5 Con Changes resistances penetration: +13% arcane Changes damage: +17% arcane Critical mult.: +30.00% Physical save: +15 (+5 eff.) Maximum life: +110.00 Maximum mana: +81.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +6% Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes resistances: +15% all Changes resistances penetration: +10% temporal / +15% physical Changes damage: +23% physical / +23% temporal / +16% all Spellpower: +15 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 606 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 51 up to 4 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 139 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Dex / +3 Mag / +5 Wil Changes resistances: +5% arcane Changes damage: +13% blight / +13% fire Critical mult.: +18.00% Blindness immunity: +20% Poison immunity: +20% Stun/Freeze immunity: +20% Spellpower: +13 (+3 eff.) Healing mod.: +15% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +12 Changes stats: +4 Con Critical mult.: +12.00% Physical save: +10 (+3 eff.) Life regen: +6.00 Maximum life: +56.00 Amulets make your neck look great! |
![]() 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. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Changes stats: +2 Str / +2 Dex Changes resistances: +18% nature / +15% blight Changes damage: +30% physical Physical save: +6 (+2 eff.) Mental save: +15 (+7 eff.) Poison immunity: +30% Disease immunity: +30% Confusion immunity: +50% Life regen: +20.00 Stamina each turn: +3.95 Maximum life: +91.00 Healing mod.: +18% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Changes stats: +3 Cun Changes resistances penetration: +20% physical Physical save: +12 (+4 eff.) Life regen: +14.00 Only die when reaching: -40.00 life Maximum life: +98.00 Mindpower: +20 (+5 eff.) Healing mod.: +18% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +3 Physical power: +20 (+4 eff.) Defense: +18 (+3 eff.) Changes stats: +7 Wil / +15 Cun / +1 Con Changes damage: +9% darkness Life regen: +16.00 Stamina each turn: +3.00 Maximum life: +88.00 Maximum stamina: +30.59 Mindpower: +12 (+3 eff.) Healing mod.: +17% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +7 Defense: +8 (+1 eff.) Changes stats: +5 Cun / +5 Dex Light radius: +4 Infravision radius: +4 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +6 Con Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +9 Physical crit. chance: +3.0% Physical power: +7 (+2 eff.) Defense: +10 (+2 eff.) Changes stats: +7 Str / +7 Con Changes damage: +12% mind / +6% all Disarm immunity: +29% Pinning immunity: +26% Knockback immunity: +31% Hate when firing a critical mind attack: +5.00 Maximum life: +38.00 Maximum psi: +40.00 Spell crit. chance: +3% Mental crit. chance: +3% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +24% Life regen: +3.00 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Life regen: +16.00 Maximum life: +82.00 Healing mod.: +17% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +24 Stun/Freeze immunity: +26% Life regen: +3.00 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -5% Maximum encumbrance: +26 Spellpower: +6 (+1 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +7 Cun / +7 Dex Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun / +7 Wil Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 41 Damage (Melee): 9 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 41 Damage (Ranged): 12 physical Changes stats: +5 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Light radius: +4 Infravision radius: +4 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Damage (Melee): 22 light Damage (Ranged): 24 light Changes stats: +7 Mag Changes resistances penetration: +10% all Changes damage: +13% light Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +7 Mag / +7 Wil Changes resistances penetration: +10% all Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% nature / +5% blight Poison immunity: +13% Disease immunity: +10% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% nature / +6% blight Changes damage: +11% nature Poison immunity: +11% Disease immunity: +29% Rings make your fingers look great! It was changed by the digestive sack. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +10% blight / +7% nature / +13% mind Changes damage: +13% mind Poison immunity: +17% Disease immunity: +22% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +6 Cun / +4 Mag Changes damage: +8% all Spellpower: +11 (+2 eff.) Spell crit. chance: +4% Mental crit. chance: +4% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Life regen: +9.00 Maximum life: +82.00 Healing mod.: +16% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% temporal Changes damage: +10% temporal Spell save: +6 (+2 eff.) Rings make your fingers look great! |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +9 Armour: +2 Ammo reloads per turn: +4 Changes stats: +7 Cun / +11 Mag Changes resistances: +6% nature Changes resistances penetration: +10% temporal / +24% physical / +15% all Changes damage: +10% temporal / +11% physical Talent mastery: +0.20 Chronomancy / Bow Threading Physical save: +9 (+3 eff.) Pinning immunity: +10% Mental crit. chance: +1% Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +35 (+7 eff.) Armour: +14 Effects on melee hit: * 23% chance to slow global speed by 69% * 23% chance to reduce armor by 43% Damage when hit (Melee): 12 acid Changes stats: +4 Con Changes resistances: +12% blight / +15% temporal Changes resistances penetration: +29% physical Infravision radius: +3 A pair of boots made of leather. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +19.0% Physical power: +15 (+3 eff.) Armour: +3 Changes stats: +4 Dex Changes resistances: +15% acid Changes damage: +15% cold Critical mult.: +33.88% Physical save: +15 (+5 eff.) Stamina each turn: +3.00 Only die when reaching: -80.00 life Spell crit. chance: +20% Mindpower: +15 (+4 eff.) Mental crit. chance: +19% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Defense: +40 (+8 eff.) Fatigue: +5% Effects on melee hit: * 27% chance to reduce damage dealt by 33% Changes stats: +3 Wil Changes resistances: +15% fire / +27% darkness / +14% cold Changes resistances penetration: +25% physical Physical save: +9 (+3 eff.) Only die when reaching: -60.00 life Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 55 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +8 Str / +6 Dex / +12 Mag / +9 Cun Changes damage: +12% arcane Reduces incoming crit damage: 20.18% Blindness immunity: +44% Confusion immunity: +20% Light radius: +11 Infravision radius: +4 See stealth: +24 See invisible: +39 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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 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 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. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 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 111 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. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +4 Con / +4 Wil Changes resistances: +12% lightning Changes damage: +30% lightning Light radius: +3 Infravision radius: +3 It can be used to sting an enemy dealing 700 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Heal for 110. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +15% temporal / +9% cold / +6% darkness / +6% nature Physical save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Stun/Freeze immunity: +27% Only die when reaching: -60.00 life It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 122 lightning damage and will be dazed for 1 turn (610 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Heal for 100. * Increase all damage penetration by 30% for 2 turns. * Reduce fatigue by 50% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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 Vlad's Return to Greatnes the Halfling Skirmisher level 39
59th Dusk 123rd year of Ascendancy at 15:52 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 50
52nd Regrowth 124th year of Ascendancy at 01:44 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 39
57th Dusk 123rd year of Ascendancy at 06:44 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 41
48th Haze 123rd year of Ascendancy at 14:42 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 49
44th Regrowth 124th year of Ascendancy at 01:54 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 40
42nd Haze 123rd year of Ascendancy at 21:00 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 33
7th Flare 123rd year of Ascendancy at 09:52 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 31
41st Pyre 123rd year of Ascendancy at 20:15 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 10
15th Haze 122nd year of Ascendancy at 08:41 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 40
63rd Dusk 123rd year of Ascendancy at 13:58 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 32
53rd Pyre 123rd year of Ascendancy at 06:29 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 34
7th Dusk 123rd year of Ascendancy at 23:30 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 26
72nd Regrowth 123rd year of Ascendancy at 09:33 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 50
52nd Pyre 124th year of Ascendancy at 15:00 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 23
13rd Regrowth 123rd year of Ascendancy at 11:26 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 35
35th Dusk 123rd year of Ascendancy at 02:06 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 50
50th Regrowth 124th year of Ascendancy at 18:18 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 50
48th Pyre 124th year of Ascendancy at 05:35 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 33
64th Pyre 123rd year of Ascendancy at 20:07 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 43
49th Haze 123rd year of Ascendancy at 06:08 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 10
9th Haze 122nd year of Ascendancy at 22:01 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 20
6th Decay 122nd year of Ascendancy at 20:25 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 30
77th Regrowth 123rd year of Ascendancy at 09:01 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 40
63rd Dusk 123rd year of Ascendancy at 09:57 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 50
49th Regrowth 124th year of Ascendancy at 08:25 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 50
46th Pyre 124th year of Ascendancy at 21:37 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 50
47th Pyre 124th year of Ascendancy at 08:52 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 26
66th Regrowth 123rd year of Ascendancy at 06:08 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 50
61st Regrowth 124th year of Ascendancy at 23:21 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 27
72nd Regrowth 123rd year of Ascendancy at 17:46 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 17
61st Haze 122nd year of Ascendancy at 08:35 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 40
7th Haze 123rd year of Ascendancy at 07:08 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 50
52nd Pyre 124th year of Ascendancy at 14:59 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 20
6th Decay 122nd year of Ascendancy at 23:01 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 10
9th Haze 122nd year of Ascendancy at 22:03 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 50
52nd Pyre 124th year of Ascendancy at 15:00 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 47
15th Regrowth 124th year of Ascendancy at 12:55 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 7
1st Mirth 122nd year of Ascendancy at 09:32 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 43
65th Haze 123rd year of Ascendancy at 21:24 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 25
21st Regrowth 123rd year of Ascendancy at 07:34 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 17
62nd Haze 122nd year of Ascendancy at 02:04 see stats
By Vlad's Return to Greatnes the Halfling Skirmisher level 38
56th Dusk 123rd year of Ascendancy at 21:08 see stats
Log
Shadow hits Vlad's Return to Greatnes for 419 physical damage.
Shadow hits Vlad's Return to Greatnes for 158 physical damage.
Shadow's deep wound closes.
Shadow casts Shadow Lightning.
Shadow hits Vlad's Return to Greatnes for 386 lightning damage.
Bleeding from Vlad's Return to Greatnes hits Shadow for 0 physical damage.
Vlad's Return to Greatnes uses Infusion: Movement.
Vlad's Return to Greatnes is moving at extreme speed!
Hypostasis of Entropy loses 43 health to the entropy.
Hypostasis of Entropy fumbles and fails to use Entropic Gift, injuring himself!
Hypostasis of Entropy hits Vlad's Return to Greatnes for 219 temporal, 150 darkness (369 total damage).
Fumble from Vlad's Return to Greatnes hits Hypostasis of Entropy for 825 physical damage.
Vlad's Return to Greatnes uses Bash and Smash.
Vlad's Return to Greatnes misses Hypostasis of Entropy.
Vlad's Return to Greatnes performs a melee critical strike against Hypostasis of Entropy!
Hypostasis of Entropy shrugs off Vlad's Return to Greatnes's 'Cripple'!
Hypostasis of Entropy starts to bleed.
Vlad's Return to Greatnes slows down.
Vlad's Return to Greatnes's Bash and Smash misses Hypostasis of Entropy.
Vlad's Return to Greatnes hits Hypostasis of Entropy for 644 physical, 49 physical, 57 physical, 2 acid (751 total damage).
The Hypostasis of Entropy seems to shudder as you absorb some antropic forces.
The Hypostasis of Entropy seems to shudder as you absorb some antropic forces.
The Hypostasis of Entropy seems to shudder as you absorb some antropic forces.
Shadow stops bleeding.
Shadow casts Shadow Flames.
Shadow hits Vlad's Return to Greatnes for 519 fire damage.
Vlad's Return to Greatnes the level 50 halfling skirmisher was boiled to death by a shadow on level 1 of Entropic Void.