












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.7.6Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 50 / 1786% |
Size | medium |
Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 2nd Flare 124th year of Ascendancy at 12:56 4 / 3Killed by Atamathon the Giant Golem at level 50 on the 2nd Flare 124th year of Ascendancy at 13:03 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 10th Dusk 124th year of Ascendancy at 06:58 |
Primary Stats
Strength | 64 (base 26) |
Dexterity | 98 (base 65) |
Constitution | 75 (base 11) |
Magic | 104 (base 60) |
Willpower | 71 (base 13) |
Cunning | 114 (base 61) |
Resources
Life | 1587/1587 |
Stamina | 404/404 |
Equilibrium | 20 |
Healing Factor | 1.399557823378 |
Regeneration | 19.790037006643 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +106% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 6 |
See Stealth | 52.204526885142 |
See Invisible | 52.204526885142 |
ESP Range | 20 |
ESP Kinds | animal/canine, horror |
Offense: Mainhand
Damage | 282 |
Accuracy | 88 |
Crit Chance | 113% |
APR | 58 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 65 |
Crit Chance | 51% |
Speed | 1 |
Offense: Mind
Mindpower | 78 |
Crit Chance | 69% |
Speed | 1 |
Offense: Damage Bonus
Physical | +70% |
Lightning | +48% |
Nature | +10% |
Darkness | +22% |
Blight | +34% |
Arcane | +22% |
Cold | +61% |
All | +7% |
Offense: Damage Penetration
Physical | +63% |
Acid | +58% |
Nature | +48% |
Fire | +59% |
Darkness | +53% |
Arcane | +53% |
Mind | +68% |
All | +38% |
Defense: Base
Armour (hardiness) | 50 (74.007671158813%) |
Defense | 86 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 46 |
Mental Save | 68 |
Defense: Resistances
Acid | + 43%( 70%) |
Blight | + 49%( 70%) |
Physical | + 51%( 70%) |
Cold | + 57%( 70%) |
All | + 37%( 70%) |
Darkness | + 43%( 70%) |
Light | + 31%( 45%) |
Lightning | + 53%( 70%) |
Fire | + 58%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Pinning Resistance | 32% |
Disarm Resistance | 79% |
Confusion Resistance | 100% |
Knockback Resistance | 66% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1154% 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 216 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 8 times. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 273 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Pace Yourself |
talent | Trained Reactions |
talent | Elemental Harmony |
talent | Counter Shot |
talent | Numbing Poison |
talent | Crippling Poison |
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 again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Salera the treant. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the injured seer from death by Salydama the skeleton master archer. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Layinne the stone troll. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost defiler from death by Bethurerin the large white snake. Escort: lost defiler (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Betota the orc warrior. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by Porathra the lesser vampire. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the lost warrior from death by wretchling. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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. | active |
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. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2554. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vampire lord fang. * You've found the needed honey tree root. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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. | active |
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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland 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 | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 27 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 71.0 - 85.2 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Capacity: 24 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 10% chance to reduce armor by 40% * 20% chance to reduce strength, dexterity, and constitution by 30 On weapon crit: * Wound the target dealing 355 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +35% Damage (Ranged): +23 acid / +8 darkness / +30 blight Damage (radius 1) on hit: +20 fire Damage (radius 2) on crit: +8 acid Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 27 fire Changes stats: +6 Mag Changes resistances: +9% acid / +10% fire / +6% blight Changes resistances penetration: +20% acid / +15% darkness / +13% all Changes damage: +12% blight Maximum life: +68.00 Spellpower: +14 (+4 eff.) Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 (+2 eff.) Armour: +5 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +3 Cun / +7 Wil Changes resistances: +13% blight Critical mult.: +20.00% Mental save: +15 (+4 eff.) Stamina each turn: +2.00 Mindpower: +15 (+3 eff.) A cap made of leather. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +20 (+3 eff.) Damage when hit (Melee): 8 blight Changes stats: +3 Str / +6 Dex / +10 Con Changes resistances penetration: +15% physical Changes damage: +21% physical Critical mult.: +15.00% Stamina each turn: +3.97 Hate when firing a critical mind attack: +3.00 Mindpower: +40 (+8 eff.) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Str / +1 Dex / +8 Con Changes resistances: +6% cold / +3% physical Physical save: +10 (+3 eff.) Disarm immunity: +39% Pinning immunity: +32% Stun/Freeze immunity: +35% Knockback immunity: +36% Life regen: +8.00 Maximum life: +35.00 Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +13 (+2 eff.) Effects on melee hit: * 19% chance to reduce all saves and defense by 42 Damage (Melee): 27 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 42 Damage (Ranged): 35 physical Changes stats: +10 Str / +11 Mag / +8 Wil / +10 Cun / +12 Con Critical mult.: +10.00% Mental save: +15 (+4 eff.) Confusion immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +15 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 50 power out of 60/60) : Effective talent level: 2.0 Power cost: 50 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +200% Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +85 fire When wielded/worn: Effects on ranged hit: * 20% chance to reduce all saves and defense by 42 Changes stats: +21 Wil / +15 Cun / +15 Con Changes resistances: +9% fire Changes resistances penetration: +21% fire / +10% physical Critical mult.: +15.00% Equilibrium when hit: +0.04 Maximum life: +110.00 Mindpower: +5 (+1 eff.) Global speed: +11% Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Changes stats: +5 Dex / +6 Cun / +6 Con Changes resistances: +9% darkness Changes damage: +15% darkness Critical mult.: +15.00% Mental save: +14 (+4 eff.) Hate when firing a critical mind attack: +3.00 Maximum life: +70.00 Maximum psi: +10.00 Mindpower: +25 (+5 eff.) Mental crit. chance: +18% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Cunning 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 75.5 - 90.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 On weapon hit: * 10% chance to slow global speed by 71% On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +40 fire / +39 light / +8 nature When wielded/worn: Physical crit. chance: +18.0% Physical power: +12 (+2 eff.) Armour: +10 Fatigue: +8% Damage when hit (Melee): 2 nature On shield block: * Deals 161 light and fire damage to each enemy blocked Changes resistances: +9% nature / +15% fire / +15% light / +20% physical Changes resistances penetration: +10% nature / +15% mind Changes damage: +3% nature Talent granted: +1 Block Mental save: +6 (+2 eff.) Equilibrium when hit: +0.08 Mindpower: +10 (+2 eff.) Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +45 (+9 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +7 Cun / +4 Dex Changes resistances: +3% cold Changes resistances penetration: +15% arcane / +15% mind Changes damage: +15% arcane / +12% blight Critical mult.: +30.00% Spell save: +6 (+2 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.28 Maximum life: +92.00 Maximum mana: +99.00 Maximum stamina: +40.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Changes stats: +14 Str / +14 Mag / +14 Wil / +4 Con Changes resistances: +26% lightning / +23% cold / +15% all Changes damage: +41% lightning / +42% physical / +3% blight / +54% cold Critical mult.: +10.00% Mental save: +28 (+7 eff.) Only die when reaching: -60.00 life Mindpower: +5 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 nature gift Description: Activate the infusion to instantly heal yourself for 289 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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: 17 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 568 damage for 5 turns. Its effects scale with your Cunning 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 61 up to 7 times. Its effects scale with your Constitution 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. Press to compare to your current inscriptions |
![]() 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: 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 29 up to 6 times. 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. Press to compare to your current inscriptions |
![]() 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 15 up to 7 times. Its effects scale with your Magic 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. Press to compare to your current inscriptions |
![]() 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: 15 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 23 up to 7 times. Its effects scale with your Magic 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. Press to compare to your current inscriptions |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +12 Damage when hit (Melee): 4 blight Changes stats: +5 Dex Critical mult.: +32.00% Physical save: +6 (+2 eff.) Vim when firing critical spell: +2.00 Spell crit. chance: +4% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +8 Con Changes resistances: +10% physical Changes resistances penetration: +25% blight Changes damage: +3% blight Stamina each turn: +0.50 Spellpower: +10 (+3 eff.) Amulets make your neck look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +4 Wil Changes resistances: +9% blight / +9% physical Changes resistances penetration: +10% blight Changes damage: +6% blight Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +24 (+6 eff.) Confusion immunity: +17% Stamina each turn: +0.70 Mindpower: +11 (+3 eff.) Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +19 Changes resistances: +15% lightning Critical mult.: +19.00% Stun/Freeze immunity: +36% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag / +2 Wil / +6 Cun Changes resistances: +5% arcane Changes resistances penetration: +5% mind / +20% nature Equilibrium when hit: +0.08 Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +3 Cun Changes resistances: +22% acid Changes damage: +11% acid Equilibrium when hit: +0.04 Mental crit. chance: +5% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances penetration: +20% lightning Changes damage: +9% lightning / +18% arcane / +6% light Mental save: +7 (+2 eff.) Confusion immunity: +27% Light radius: +2 Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +4 Wil Stun/Freeze immunity: +23% Life regen: +1.00 Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +6 Str / +1 Wil / +2 Cun / +6 Con Changes resistances penetration: +25% mind Changes damage: +9% mind / +12% arcane Critical mult.: +20.00% Equilibrium when hit: +0.08 Psi when hit: +0.16 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +9 Dex Changes resistances penetration: +20% arcane Changes damage: +18% arcane Critical mult.: +20.88% Spell save: +19 (+6 eff.) Vim when firing critical spell: +2.09 Spellpower: +20 (+5 eff.) Spell crit. chance: +5% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Defense: +35 (+7 eff.) Changes resistances: +15% blight / +5% arcane / +15% nature Changes damage: +12% light Physical save: +15 (+5 eff.) Mental save: +9 (+2 eff.) Cut immunity: +21% Only die when reaching: -82.75 life It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 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! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+2 eff.) Armour: +17 Damage when hit (Melee): 6 mind Changes stats: +3 Cun Changes resistances penetration: +20% physical Blindness immunity: +48% Stamina each turn: +3.16 Hate when firing a critical mind attack: +5.27 Only die when reaching: -80.00 life Infravision radius: +6 See stealth: +25 See invisible: +23 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +38 Changes stats: +19 Str / +9 Dex / +1 Mag / +2 Wil / +10 Cun Changes resistances: +40% lightning Changes resistances penetration: +15% arcane Changes damage: +20% lightning Mana when firing critical spell: +1.00 Maximum mana: +80.00 Maximum vim: +30.00 Mental crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+15 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +14 Defense: +9 (+2 eff.) Changes stats: +7 Str / +6 Wil / +4 Con Changes resistances penetration: +15% temporal Disarm immunity: +36% Pinning immunity: +25% Knockback immunity: +36% Maximum life: +32.00 Light radius: +1 Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 33 cooldown : Effective talent level: 4.0 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +9 Str / +8 Mag / +9 Wil / +3 Cun / +8 Con Critical mult.: +20.88% Blindness immunity: +43% Equilibrium when hit: +0.04 Spellpower: +13 (+3 eff.) Mindpower: +5 (+1 eff.) Infravision radius: +6 See stealth: +20 See invisible: +23 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 71% Damage (Melee): 30 light Damage (Ranged): 33 light Damage when hit (Melee): 2 nature / 4 blight Changes stats: +8 Dex / +8 Mag / +9 Cun Changes resistances: +6% mind Changes resistances penetration: +5% nature Changes damage: +18% light / +3% mind Disarm immunity: +50% Pinning immunity: +38% Knockback immunity: +38% Maximum life: +43.00 Rings make your fingers look great! |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 164 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 1) on hit: +4 acid When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +12 Str / +13 Dex / +9 Mag / +7 Wil / +12 Cun / +8 Con Changes resistances penetration: +15% acid Reduces incoming crit damage: 15.00% Infravision radius: +2 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 57.0 - 68.4 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +18.5% Capacity: 22 On weapon hit: * 21% chance to slow global speed by 71% * 21% chance to reduce armor by 40% On weapon crit: * Wound the target dealing 355 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +21 acid Damage (radius 1) on hit: +21 nature Damage (radius 2) on crit: +12 acid / +21 nature Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 68.5 - 82.2 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 21 On weapon hit: * 21% chance to reduce damage dealt by 34% On weapon crit: * Wound the target dealing 355 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 mind / +8 darkness / +21 arcane Damage (radius 1) on hit: +20 darkness / +16 mind Damage (radius 2) on crit: +21 darkness / +12 arcane Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 67.5 - 81.0 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +20 Armour Penetration: +18 Crit. chance: +7.0% Capacity: 47 Turns elapse between self-loadings: 2 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 290 physical damage Damage (Ranged): +40 physical / +8 light / +54 cold Damage (radius 1) on hit: +20 light / +20 cold Damage (radius 2) on crit: +12 light Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 68.0 - 81.6 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 19 On weapon hit: * 26% chance to reduce armor by 40% * 26% chance to reduce damage dealt by 34% * 20% chance to knock the target back 3 spaces and deal 290 physical damage On weapon crit: * Wound the target dealing 355 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 acid / +40 physical / +4 darkness Damage (radius 1) on hit: +4 acid / +20 fire Damage (radius 2) on crit: +26 darkness / +4 light Shots are used with slings to pummel your foes to death. |
![]() Requires: - Shield usage training - Willpower 28 - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 50% Mag, 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 69.91 to 87.38 light damage (based on Willpower and Cunning) Activation costs 10 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
![]() Requires: - Shield usage training - Cunning 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +7 Crit. chance: +5.0% Block value: +322 Damage (Melee): +16 physical Damage (radius 1) on hit: +16 mind When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +37 Fatigue: +8% Damage when hit (Melee): 8 mind Changes stats: +7 Con Changes resistances: +5% arcane Changes damage: +9% arcane Talent granted: +1 Block Physical save: +12 (+4 eff.) Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +238 On weapon hit: * 29% chance to reduce armor by 40% Damage (radius 1) on hit: +27 light Damage (radius 2) on crit: +20 light When wielded/worn: Armour: +28 Fatigue: +8% Damage (Melee): 10 acid Damage when hit (Melee): 21 acid Changes stats: +7 Str / +9 Wil Changes damage: +21% physical Talent granted: +1 Block Stamina each turn: +3.99 Maximum stamina: +39.91 Handheld deflection devices. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +6 Str / +2 Dex / +5 Con Changes damage: +9% physical Critical mult.: +15.00% Physical save: +9 (+3 eff.) Stamina each turn: +1.00 Maximum life: +60.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes resistances penetration: +16% physical Changes damage: +25% physical Mental save: +14 (+4 eff.) Maximum life: +101.00 A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +2 (+1 eff.) Changes stats: +4 Str / +3 Dex / +5 Con Changes resistances: +6% lightning / +6% mind Changes damage: +18% physical Talent mastery: +0.30 Technique / Combat training Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Stamina each turn: +0.80 Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 (+7 eff.) Defense: +3 (+1 eff.) Fatigue: -9% Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Changes stats: +6 Cun / +5 Wil Changes resistances: +17% darkness / +9% mind Changes resistances penetration: +35% darkness Changes damage: +21% darkness / +6% mind Stealth bonus: +16 Maximum life: +97.00 Maximum stamina: +30.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +1 Changes resistances: +12% fire Changes resistances penetration: +5% physical Physical save: +9 (+3 eff.) Spell save: +15 (+5 eff.) Maximum life: +20.00 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Changes stats: +2 Str Changes damage: +6% physical Critical mult.: +20.00% Maximum encumbrance: +24 Physical save: +7 (+2 eff.) Only die when reaching: -20.00 life A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Str / +6 Con Changes resistances: +3% acid / +15% fire / +9% mind / +3% light Changes damage: +8% physical Blindness immunity: +20% Only die when reaching: -60.00 life Size category: +1 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Changes stats: +2 Str / +4 Dex Changes resistances penetration: +15% blight Silence immunity: +34% Confusion immunity: +36% Stun/Freeze immunity: +23% Infravision radius: +3 See invisible: +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Con / +6 Wil Changes resistances penetration: +10% physical Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Mindpower: +9 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 13 arcane Changes stats: +4 Str / +5 Mag / +8 Wil / +8 Con Changes resistances: +6% arcane / +3% fire Changes damage: +6% arcane / +9% fire Talent mastery: +0.20 Technique / Grappling Physical save: +19 (+6 eff.) Spell save: +3 (+1 eff.) Mental save: +17 (+4 eff.) Disarm immunity: +60% Equilibrium when hit: +0.08 Psi when hit: +0.08 Maximum psi: +40.00 Spellpower: +11 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +14 Defense: +2 (+1 eff.) Changes resistances: +16% mind / +2% physical Changes resistances penetration: +25% physical Changes damage: +10% mind Physical save: +10 (+3 eff.) Mental save: +13 (+3 eff.) Maximum psi: +23.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 29 power out of 35/35) : Effective talent level: 2.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 fire Changes resistances: +8% nature Changes resistances penetration: +10% cold Changes damage: +18% cold Spell save: +7 (+2 eff.) Maximum life: +55.00 Healing mod.: +12% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +8.0% Armour: +5 Defense: +30 (+6 eff.) Fatigue: +5% Changes stats: +2 Mag / +2 Wil / +3 Cun Changes resistances: +14% lightning / +15% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +5 Dex / +10 Wil / +5 Cun Changes resistances: +15% lightning / +21% temporal / +13% nature / +17% blight Changes resistances penetration: +30% lightning / +5% temporal Changes damage: +3% blight Spell save: +10 (+3 eff.) Mental save: +14 (+4 eff.) Maximum life: +110.00 Healing mod.: +18% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by 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 Casts lasers on spellcast when worn or imbued. 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 Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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 9 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. |
![]() 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. |
![]() 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 166 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +25 (+5 eff.) Defense: +25 (+5 eff.) Changes stats: +5 Con Changes resistances penetration: +15% mind Stamina each turn: +3.00 Only die when reaching: -80.00 life It can be used to blast the opponent's mind dealing 198 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical power: +30 (+5 eff.) Changes resistances: +3% physical Changes damage: +6% nature / +27% fire Critical mult.: +10.00% Physical save: +15 (+5 eff.) Stamina each turn: +2.00 It can be used to blast the opponent's mind dealing 268 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +5% arcane Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Maximum life: +100.00 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +13 Changes stats: +10 Str / +19 Dex / +7 Wil Changes resistances: +9% light Changes damage: +9% light / +12% mind Talent mastery: +0.40 Technique / Combat training Critical mult.: +19.00% Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Mindpower: +15 (+3 eff.) Amulets make your neck look great! |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Skirmisher the Shalore Skirmisher level 34
52nd Dusk 123rd year of Ascendancy at 04:10 see stats
By Skirmisher the Shalore Skirmisher level 46
32nd Regrowth 124th year of Ascendancy at 20:54 see stats
By Skirmisher the Shalore Skirmisher level 34
49th Dusk 123rd year of Ascendancy at 02:33 see stats
By Skirmisher the Shalore Skirmisher level 38
78th Dusk 123rd year of Ascendancy at 19:16 see stats
By Skirmisher the Shalore Skirmisher level 50
2nd Flare 124th year of Ascendancy at 14:51 see stats
By Skirmisher the Shalore Skirmisher level 37
69th Dusk 123rd year of Ascendancy at 16:03 see stats
By Skirmisher the Shalore Skirmisher level 50
22nd Pyre 124th year of Ascendancy at 23:01 see stats
By Skirmisher the Shalore Skirmisher level 12
27th Dusk 122nd year of Ascendancy at 01:44 see stats
By Skirmisher the Shalore Skirmisher level 36
63rd Dusk 123rd year of Ascendancy at 14:13 see stats
By Skirmisher the Shalore Skirmisher level 32
42nd Dusk 123rd year of Ascendancy at 22:00 see stats
By Skirmisher the Shalore Skirmisher level 26
66th Regrowth 123rd year of Ascendancy at 17:38 see stats
By Skirmisher the Shalore Skirmisher level 22
25th Regrowth 123rd year of Ascendancy at 13:45 see stats
By Skirmisher the Shalore Skirmisher level 28
4th Flare 123rd year of Ascendancy at 22:57 see stats
By Skirmisher the Shalore Skirmisher level 50
77th Regrowth 124th year of Ascendancy at 14:17 see stats
By Skirmisher the Shalore Skirmisher level 27
44th Pyre 123rd year of Ascendancy at 14:27 see stats
By Skirmisher the Shalore Skirmisher level 50
34th Pyre 124th year of Ascendancy at 00:07 see stats
By Skirmisher the Shalore Skirmisher level 40
79th Dusk 123rd year of Ascendancy at 10:59 see stats
By Skirmisher the Shalore Skirmisher level 10
19th Dusk 122nd year of Ascendancy at 01:53 see stats
By Skirmisher the Shalore Skirmisher level 20
6th Decay 122nd year of Ascendancy at 05:27 see stats
By Skirmisher the Shalore Skirmisher level 30
9th Dusk 123rd year of Ascendancy at 22:57 see stats
By Skirmisher the Shalore Skirmisher level 40
79th Dusk 123rd year of Ascendancy at 08:15 see stats
By Skirmisher the Shalore Skirmisher level 50
57th Regrowth 124th year of Ascendancy at 11:26 see stats
By Skirmisher the Shalore Skirmisher level 50
10th Dusk 124th year of Ascendancy at 08:33 see stats
By Skirmisher the Shalore Skirmisher level 50
75th Regrowth 124th year of Ascendancy at 22:09 see stats
By Skirmisher the Shalore Skirmisher level 50
23rd Pyre 124th year of Ascendancy at 09:53 see stats
By Skirmisher the Shalore Skirmisher level 27
75th Regrowth 123rd year of Ascendancy at 06:47 see stats
By Skirmisher the Shalore Skirmisher level 33
45th Dusk 123rd year of Ascendancy at 06:59 see stats
By Skirmisher the Shalore Skirmisher level 23
26th Regrowth 123rd year of Ascendancy at 22:17 see stats
By Skirmisher the Shalore Skirmisher level 36
63rd Dusk 123rd year of Ascendancy at 23:07 see stats
By Skirmisher the Shalore Skirmisher level 50
34th Pyre 124th year of Ascendancy at 00:07 see stats
By Skirmisher the Shalore Skirmisher level 8
6th Flare 122nd year of Ascendancy at 13:57 see stats
By Skirmisher the Shalore Skirmisher level 50
34th Pyre 124th year of Ascendancy at 00:09 see stats
By Skirmisher the Shalore Skirmisher level 50
75th Regrowth 124th year of Ascendancy at 15:20 see stats
By Skirmisher the Shalore Skirmisher level 37
65th Dusk 123rd year of Ascendancy at 18:42 see stats
By Skirmisher the Shalore Skirmisher level 14
64th Dusk 122nd year of Ascendancy at 11:54 see stats
By Skirmisher the Shalore Skirmisher level 40
22nd Haze 123rd year of Ascendancy at 15:35 see stats
By Skirmisher the Shalore Skirmisher level 23
29th Regrowth 123rd year of Ascendancy at 11:10 see stats
By Skirmisher the Shalore Skirmisher level 17
17th Haze 122nd year of Ascendancy at 18:07 see stats
By Skirmisher the Shalore Skirmisher level 33
48th Dusk 123rd year of Ascendancy at 03:18 see stats
Log
Skirmisher's Hurricane Shot hits Venom drake hatchling for 1985 physical damage.
Skirmisher's Hurricane Shot hits Venom drake hatchling for 1912 physical damage.
Skirmisher's Hurricane Shot hits Venom drake hatchling for 1863 physical damage.
Skirmisher's Hurricane Shot killed Venom drake hatchling!
Skirmisher's Hurricane Shot killed Venom drake hatchling!
Skirmisher's Hurricane Shot killed Venom drake!
Skirmisher's Hurricane Shot killed Venom drake hatchling!
Skirmisher's Hurricane Shot killed Venom drake hatchling!
Skirmisher's Hurricane Shot killed Venom drake hatchling!
Resting starts...
Talent Block is ready to use.
Talent Noggin Knocker is ready to use.
Talent Hurricane Shot is ready to use.
Rested for 36 turns.
Talent Grace of the Eternals is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
There is a Way into a volcanic caldera 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.
Saving game...
Saving done.
Today is the 24th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 25th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.