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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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:
Items Vault 1.5.0Donators/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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 | Cornac |
Class | Arcane Blade |
Level / Exp | 50 / 1638% |
Size | big |
Lifes / Deaths | Killed by storm drake at level 9 on the 3rd Summertide 122nd year of Ascendancy at 19:32 1 / 6Killed by Salida the rattlesnake at level 10 on the 1st Flare 122nd year of Ascendancy at 23:29 Killed by Lchari the giant at level 10 on the 19th Dusk 122nd year of Ascendancy at 15:36 Killed by orc high pyromancer at level 22 on the 22nd Haze 122nd year of Ascendancy at 10:28 Killed by Atamathon the Giant Golem at level 47 on the 6th Decay 123rd year of Ascendancy at 04:06 Killed by Atamathon the Giant Golem at level 47 on the 6th Decay 123rd year of Ascendancy at 06:06 |
Primary Stats
Strength | 139 (base 60) |
Dexterity | 88 (base 60) |
Constitution | 93 (base 61) |
Magic | 123 (base 65) |
Willpower | 95 (base 60) |
Cunning | 88 (base 60) |
Resources
Mana | 344/344 |
Equilibrium | 0 |
Vim | 296/296 |
Life | 1711/1711 |
Positive | 177/177 |
Stamina | 370/370 |
Paradox | 300 |
Healing Factor | 1.8233840304184 |
Regeneration | 16.676948338953 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +33.19059539439% |
Spell | 0% |
Global | +120% |
Vision
Sight | 12 |
Lite | 11 |
Infravision | 10 |
See Stealth | 101.59445928668 |
See Invisible | 149.38698521756 |
Offense: Mainhand
Damage | 629 |
Accuracy | 84 |
Crit Chance | 110% |
APR | 20 |
Speed | 1.11 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 71% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 54% |
Speed | 1 |
Offense: Damage Bonus
Acid | +54% |
Blight | +35% |
Physical | +34% |
Cold | +42% |
All | +19% |
Lightning | +41% |
Light | +53% |
Temporal | +34% |
Mind | +29% |
Fire | +83% |
Nature | +64% |
Offense: Damage Penetration
Blight | +15% |
Acid | +15% |
Physical | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 102.51267584407 (100%) |
Defense | 80 |
Ranged Defense | 87 |
Fatigue | 0 |
Physical Save | 77 |
Spell Save | 86 |
Mental Save | 66 |
Defense: Resistances
Acid | + 66%( 80%) |
Blight | + 44%( 70%) |
Physical | + 50%( 75%) |
Cold | + 70%( 70%) |
All | + 30%( 70%) |
Lightning | + 40%( 70%) |
Light | + 51%( 70%) |
Temporal | + 47%( 70%) |
Fire | + 43%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 86% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 264 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 12 turns. While Heroism is active, you will only die when reaching -631 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1036% for 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. |
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 252 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1006% for 10 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Combat techniques | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.40 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Chronomancy / Chronomancy | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Daunting Presence |
talent | Fiery Hands |
talent | Shielding |
talent | Chant of Fortress |
talent | Keen Senses |
talent | Arcane Shield |
talent | Arcane Combat |
talent | Thunderstorm |
talent | Inner Power |
talent | Precise Strikes |
talent | Feather Wind |
talent | Shock Hands |
talent | Premonition |
talent | Contingency |
talent | Arcane Feed |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You failed to protect the injured seer from death by dredge. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | 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 Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +2. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1002. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 12 fire Changes stats: +18 Mag Changes resistances: +9% fire Changes resistances penetration: +15% blight Changes damage: +17% acid / +18% fire / +16% blight Disease immunity: +91% Spellpower: +19 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (146 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Tool | ![]() Infused 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 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 253.91 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 4 turn(s), costing 18 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 8 lightning Changes resistances: +6% acid / +9% temporal Reduced damage from: +20% Summoned Spell save: +20 (+4 eff.) Blindness immunity: +25% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 22 power out of 60/60) : Effective talent level: 2.0 Power cost: 22 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 4 turns and dealing 123.3 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 50% Mag, 60% Str, 40% Wil, 30% Cun, 30% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+4 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 630.48 cold damage and condensing the air into freezing vapors that deal 210.16 cold damage (based on Magic) each turn for 10 turns, costing 16 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +14 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +12 (+3 eff.) Blindness immunity: +21% Infravision radius: +4 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 375.39 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+2 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +2 Dex / +9 Cun / -4 Con Changes resistances: +5% arcane / +6% light Changes resistances penetration: +5% physical Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 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 can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Str / +21 Mag / +20 Wil / +16 Cun Changes damage: +3% fire Grants telepathy: Dragon Spellpower: +29 (+6 eff.) Mindpower: +14 (+3 eff.) See invisible: +3 Rings can have magical properties. |
![]() Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 280.06 to 840.18 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 726.28 to 1452.56 physical damage (based on Strength) to each, costing 27 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +30% Unnatural When wielded/worn: Accuracy: +30 (+6 eff.) Physical power: +2 (+1 eff.) Defense: +16 (+4 eff.) Changes stats: +6 Cun / +4 Str Changes resistances: +12% fire Changes damage: +19% physical Disarm immunity: +70% Stamina when hit: +3.00 Only die when reaching: -40.00 life Maximum stamina: +15.00 Massive two-handed swords. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning Massive two-handed swords. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 107 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +17 Defense: +15 (+3 eff.) Fatigue: -10% Effects on melee hit: * 10% chance to disease Changes stats: +5 Dex / +6 Cun / +10 Lck Changes resistances: +15% fire / +12% darkness / +15% cold Trap disarming bonus: +21 Stealth bonus: +14 Maximum encumbrance: +60 Physical save: +25 (+5 eff.) Silence immunity: +10% Life regen: +0.80 Infravision radius: +6 A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str Changes resistances penetration: +15% physical Life regen: +0.40 Maximum life: +41.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +10% arcane / +15% light / +15% mind Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects, costing 11 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: -1% Changes stats: +1 Dex / +5 Wil / +2 Cun Changes resistances: +14% blight Physical save: +41 (+9 eff.) Mental save: +10 (+2 eff.) Light radius: +1 Infravision radius: +3 See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Constitution 150 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+8 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+7 eff.) Spell save: +35 (+7 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+5 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature 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 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light / 22 fire Changes stats: +10 Cun / +2 Wil Changes resistances: +15% blight / +10% fire / +12% darkness / +6% light Equilibrium when hit: +0.20 Maximum life: +80.00 Maximum hate: +4.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +8 (+2 eff.) Light radius: -6 Infravision radius: +15 See invisible: +15 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 51 blight damage or heals 56 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 291.65 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 291.65 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 8 power out of 25/25) : Effective talent level: 5.0 Power cost: 8 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 108 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+4 eff.) 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Wil Changes resistances: +6% nature Talent cooldown: Silence (-3 turns) Talent granted: +5 Silence Spell save: +6 (+1 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 (+1 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 53 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 16 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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.
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By sss the Cornac Arcane Blade level 32
52nd Regrowth 123rd year of Ascendancy at 18:36 see stats
By sss the Cornac Arcane Blade level 43
36th Dusk 123rd year of Ascendancy at 11:51 see stats
By sss the Cornac Arcane Blade level 31
41st Regrowth 123rd year of Ascendancy at 13:00 see stats
By sss the Cornac Arcane Blade level 33
61st Regrowth 123rd year of Ascendancy at 13:03 see stats
By sss the Cornac Arcane Blade level 39
17th Dusk 123rd year of Ascendancy at 11:38 see stats
By sss the Cornac Arcane Blade level 40
33rd Dusk 123rd year of Ascendancy at 02:44 see stats
By sss the Cornac Arcane Blade level 38
15th Dusk 123rd year of Ascendancy at 05:32 see stats
By sss the Cornac Arcane Blade level 29
38th Regrowth 123rd year of Ascendancy at 19:04 see stats
By sss the Cornac Arcane Blade level 46
3rd Haze 123rd year of Ascendancy at 03:54 see stats
By sss the Cornac Arcane Blade level 38
68th Pyre 123rd year of Ascendancy at 01:03 see stats
By sss the Cornac Arcane Blade level 37
49th Pyre 123rd year of Ascendancy at 08:51 see stats
By sss the Cornac Arcane Blade level 21
76th Dusk 122nd year of Ascendancy at 09:46 see stats
By sss the Cornac Arcane Blade level 44
37th Dusk 123rd year of Ascendancy at 06:46 see stats
By sss the Cornac Arcane Blade level 50
69th Regrowth 124th year of Ascendancy at 00:15 see stats
By sss the Cornac Arcane Blade level 21
75th Dusk 122nd year of Ascendancy at 23:52 see stats
By sss the Cornac Arcane Blade level 15
49th Dusk 122nd year of Ascendancy at 13:39 see stats
By sss the Cornac Arcane Blade level 50
58th Regrowth 124th year of Ascendancy at 11:08 see stats
By sss the Cornac Arcane Blade level 39
31st Dusk 123rd year of Ascendancy at 16:00 see stats
By sss the Cornac Arcane Blade level 50
19th Regrowth 124th year of Ascendancy at 00:15 see stats
By sss the Cornac Arcane Blade level 22
13rd Haze 122nd year of Ascendancy at 22:25 see stats
By sss the Cornac Arcane Blade level 42
33rd Dusk 123rd year of Ascendancy at 04:18 see stats
By sss the Cornac Arcane Blade level 45
60th Dusk 123rd year of Ascendancy at 13:07 see stats
By sss the Cornac Arcane Blade level 34
77th Regrowth 123rd year of Ascendancy at 16:00 see stats
By sss the Cornac Arcane Blade level 10
1st Flare 122nd year of Ascendancy at 15:01 see stats
By sss the Cornac Arcane Blade level 20
66th Dusk 122nd year of Ascendancy at 15:19 see stats
By sss the Cornac Arcane Blade level 30
39th Regrowth 123rd year of Ascendancy at 18:46 see stats
By sss the Cornac Arcane Blade level 40
31st Dusk 123rd year of Ascendancy at 16:00 see stats
By sss the Cornac Arcane Blade level 50
6th Regrowth 124th year of Ascendancy at 11:10 see stats
By sss the Cornac Arcane Blade level 50
25th Regrowth 124th year of Ascendancy at 20:24 see stats
By sss the Cornac Arcane Blade level 36
46th Pyre 123rd year of Ascendancy at 13:07 see stats
By sss the Cornac Arcane Blade level 49
6th Regrowth 124th year of Ascendancy at 11:02 see stats
By sss the Cornac Arcane Blade level 10
6th Dusk 122nd year of Ascendancy at 10:28 see stats
By sss the Cornac Arcane Blade level 30
40th Regrowth 123rd year of Ascendancy at 16:15 see stats
By sss the Cornac Arcane Blade level 15
48th Dusk 122nd year of Ascendancy at 21:51 see stats
By sss the Cornac Arcane Blade level 38
1st Dusk 123rd year of Ascendancy at 11:56 see stats
By sss the Cornac Arcane Blade level 50
69th Regrowth 124th year of Ascendancy at 00:14 see stats
By sss the Cornac Arcane Blade level 46
62nd Dusk 123rd year of Ascendancy at 17:55 see stats
By sss the Cornac Arcane Blade level 50
69th Regrowth 124th year of Ascendancy at 00:15 see stats
By sss the Cornac Arcane Blade level 30
40th Regrowth 123rd year of Ascendancy at 16:31 see stats
By sss the Cornac Arcane Blade level 12
26th Dusk 122nd year of Ascendancy at 13:16 see stats
By sss the Cornac Arcane Blade level 47
19th Haze 123rd year of Ascendancy at 10:18 see stats
By sss the Cornac Arcane Blade level 33
72nd Regrowth 123rd year of Ascendancy at 05:12 see stats
By sss the Cornac Arcane Blade level 20
67th Dusk 122nd year of Ascendancy at 01:26 see stats
By sss the Cornac Arcane Blade level 30
40th Regrowth 123rd year of Ascendancy at 17:24 see stats
By sss the Cornac Arcane Blade level 20
74th Dusk 122nd year of Ascendancy at 23:38 see stats
Log
You gain 12.46 gold from the transmogrification of sneakthief's voratun ring of blinding strikes.
You gain 7.24 gold from the transmogrification of painweaver's voratun ring of fire (+30%).
You gain 1.89 gold from the transmogrification of heat beam rune (328 fire damage).
You gain 1.83 gold from the transmogrification of movement infusion (707% speed; 6 turns).
You gain 0.63 gold from the transmogrification of healing infusion (heal 44).
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a Way to a strange portal here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Sss deactivates Premonition.
Sss deactivates Inner Power.
Sss deactivates Fiery Hands.
Sss deactivates Shielding.
Sss deactivates Arcane Shield.
Sss deactivates Arcane Combat.
Sss deactivates Keen Senses.
Sss deactivates Daunting Presence.
Sss deactivates Thunderstorm.
The furious lightning storm around sss calms down and disappears.
Sss deactivates Contingency.
Sss deactivates Arcane Feed.
Sss deactivates Chant of Fortress.
Sss deactivates Shock Hands.
Sss deactivates Precise Strikes.
Sss deactivates Feather Wind.
Sss deactivates Stone Skin.