











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Shalore |
Class | Archer |
Level / Exp | 50 / 2362% |
Size | medium |
Lifes / Deaths | Killed by skeleton master archer at level 5 on the 79th Pyre 122nd year of Ascendancy at 23:09 / 92Killed by Rhaloren Inquisitor at level 6 on the 4th Mirth 122nd year of Ascendancy at 22:47 Killed by black jelly at level 17 on the 6th Haze 122nd year of Ascendancy at 06:26 Killed by Long Tine at level 17 on the 6th Haze 122nd year of Ascendancy at 11:59 Killed by Lisith the sand-drake at level 17 on the 7th Haze 122nd year of Ascendancy at 08:10 Killed by Xanywen the white jelly at level 17 on the 8th Haze 122nd year of Ascendancy at 05:06 Killed by Xanywen the white jelly at level 17 on the 8th Haze 122nd year of Ascendancy at 05:19 Killed by gigantic gravity worm at level 18 on the 9th Haze 122nd year of Ascendancy at 00:30 Killed by enthralled slave at level 18 on the 30th Haze 122nd year of Ascendancy at 17:20 Killed by enthralled slave at level 18 on the 30th Haze 122nd year of Ascendancy at 19:24 Killed by enthralled slave at level 18 on the 31st Haze 122nd year of Ascendancy at 10:47 Killed by cold drake at level 20 on the 60th Haze 122nd year of Ascendancy at 23:22 Killed by Urkis, the High Tempest at level 21 on the 6th Decay 122nd year of Ascendancy at 15:39 Killed by Urkis, the High Tempest at level 21 on the 6th Decay 122nd year of Ascendancy at 15:51 Killed by Urkis, the High Tempest at level 21 on the 6th Decay 122nd year of Ascendancy at 16:06 Killed by Aroyamira the ghoulking at level 22 on the 6th Allure 123rd year of Ascendancy at 10:24 Killed by Cyrubeth the skeleton warrior at level 22 on the 6th Allure 123rd year of Ascendancy at 16:47 Killed by Celia at level 22 on the 7th Allure 123rd year of Ascendancy at 00:26 Killed by will o' the wisp at level 22 on the 7th Allure 123rd year of Ascendancy at 00:42 Killed by Celia at level 22 on the 7th Allure 123rd year of Ascendancy at 00:52 Killed by elven blood mage at level 22 on the 9th Allure 123rd year of Ascendancy at 22:05 Killed by elven cultist at level 22 on the 10th Allure 123rd year of Ascendancy at 20:14 Killed by Grand Corruptor at level 22 on the 1st Regrowth 123rd year of Ascendancy at 04:37 Killed by Grand Corruptor at level 22 on the 1st Regrowth 123rd year of Ascendancy at 05:45 Killed by Protector Myssil at level 22 on the 1st Regrowth 123rd year of Ascendancy at 05:59 Killed by Aletta Soultorn at level 23 on the 5th Regrowth 123rd year of Ascendancy at 00:48 Killed by Borfast the Broken at level 23 on the 5th Regrowth 123rd year of Ascendancy at 04:37 Killed by Borfast the Broken at level 23 on the 5th Regrowth 123rd year of Ascendancy at 14:37 Killed by Borfast the Broken at level 23 on the 5th Regrowth 123rd year of Ascendancy at 20:28 Killed by Borfast the Broken at level 23 on the 6th Regrowth 123rd year of Ascendancy at 01:02 Killed by Borfast the Broken at level 23 on the 6th Regrowth 123rd year of Ascendancy at 07:00 Killed by Borfast the Broken at level 23 on the 6th Regrowth 123rd year of Ascendancy at 13:45 Killed by Chronolith Twin at level 24 on the 13rd Regrowth 123rd year of Ascendancy at 07:45 Killed by Long Tine at level 24 on the 13rd Regrowth 123rd year of Ascendancy at 09:16 Killed by Long Tine at level 24 on the 20th Regrowth 123rd year of Ascendancy at 13:51 Killed by carrion worm mass at level 25 on the 22nd Regrowth 123rd year of Ascendancy at 04:56 Killed by worm that walks at level 25 on the 22nd Regrowth 123rd year of Ascendancy at 15:30 Killed by worm that walks at level 25 on the 22nd Regrowth 123rd year of Ascendancy at 15:47 Killed by skeleton mage at level 25 on the 34th Regrowth 123rd year of Ascendancy at 14:37 Killed by skeleton mage at level 25 on the 34th Regrowth 123rd year of Ascendancy at 14:51 Killed by Forgery of Haze (Celia) at level 25 on the 34th Regrowth 123rd year of Ascendancy at 18:04 Killed by elven cultist at level 26 on the 37th Regrowth 123rd year of Ascendancy at 13:37 Killed by elven cultist at level 26 on the 39th Regrowth 123rd year of Ascendancy at 17:02 Killed by Salora the elven tempest at level 26 on the 40th Regrowth 123rd year of Ascendancy at 01:15 Killed by elven cultist at level 27 on the 40th Regrowth 123rd year of Ascendancy at 16:29 Killed by skeleton mage at level 29 on the 44th Pyre 123rd year of Ascendancy at 00:34 Killed by luminous horror at level 30 on the 56th Pyre 123rd year of Ascendancy at 23:08 Killed by Arikira the thief at level 31 on the 57th Pyre 123rd year of Ascendancy at 02:55 Killed by Sleeping Iserata at level 31 on the 58th Dusk 123rd year of Ascendancy at 14:51 Killed by Sleeping Iserata at level 31 on the 58th Dusk 123rd year of Ascendancy at 16:20 Killed by Sleeping Iserata at level 31 on the 58th Dusk 123rd year of Ascendancy at 16:52 Killed by Sleeping Iserata at level 31 on the 58th Dusk 123rd year of Ascendancy at 20:34 Killed by Sleeping Iserata at level 31 on the 59th Dusk 123rd year of Ascendancy at 02:13 Killed by saw horror at level 32 on the 61st Dusk 123rd year of Ascendancy at 20:10 Killed by worm that walks at level 32 on the 63rd Dusk 123rd year of Ascendancy at 00:51 Killed by worm that walks at level 32 on the 63rd Dusk 123rd year of Ascendancy at 01:15 Killed by overpowered greater multi-hued wyrm at level 41 on the 6th Regrowth 124th year of Ascendancy at 05:37 Killed by overpowered greater multi-hued wyrm at level 41 on the 6th Regrowth 124th year of Ascendancy at 05:48 Killed by overpowered greater multi-hued wyrm at level 41 on the 6th Regrowth 124th year of Ascendancy at 05:59 Killed by orc cryomancer at level 42 on the 9th Regrowth 124th year of Ascendancy at 14:41 Killed by Bethugatira the orc high cryomancer at level 42 on the 9th Regrowth 124th year of Ascendancy at 16:18 Killed by orc high pyromancer at level 42 on the 11st Regrowth 124th year of Ascendancy at 19:14 Killed by orc high pyromancer at level 42 on the 11st Regrowth 124th year of Ascendancy at 19:31 Killed by Lisassra the Invoker at level 43 on the 12nd Regrowth 124th year of Ascendancy at 13:11 Killed by orc pyromancer at level 43 on the 12nd Regrowth 124th year of Ascendancy at 13:19 Killed by Lisassra the Invoker at level 43 on the 12nd Regrowth 124th year of Ascendancy at 13:28 Killed by Arusenor the Flamebringer at level 43 on the 12nd Regrowth 124th year of Ascendancy at 13:39 Killed by orc pyromancer at level 43 on the 13rd Regrowth 124th year of Ascendancy at 13:28 Killed by Arinn the Flamebringer at level 43 on the 13rd Regrowth 124th year of Ascendancy at 13:40 Killed by Voruma the Invoker at level 43 on the 13rd Regrowth 124th year of Ascendancy at 13:56 Killed by Arinn the Flamebringer at level 43 on the 13rd Regrowth 124th year of Ascendancy at 14:09 Killed by Voruma the Invoker at level 43 on the 13rd Regrowth 124th year of Ascendancy at 14:19 Killed by Voruma the Invoker at level 43 on the 13rd Regrowth 124th year of Ascendancy at 14:35 Killed by Voruma the Invoker at level 43 on the 13rd Regrowth 124th year of Ascendancy at 15:07 Killed by lava floor at level 44 on the 15th Regrowth 124th year of Ascendancy at 04:47 Killed by Vor, Grand Geomancer of the Pride at level 44 on the 15th Regrowth 124th year of Ascendancy at 07:07 Killed by Vor, Grand Geomancer of the Pride at level 44 on the 15th Regrowth 124th year of Ascendancy at 08:54 Killed by Vor, Grand Geomancer of the Pride at level 44 on the 15th Regrowth 124th year of Ascendancy at 09:35 Killed by Grushnak, Battlemaster of the Pride at level 47 on the 60th Regrowth 124th year of Ascendancy at 20:11 Killed by ritch flamespitter at level 50 on the 25th Pyre 124th year of Ascendancy at 06:13 Killed by Yvedabrerin the fire wyrm at level 50 on the 25th Pyre 124th year of Ascendancy at 06:32 Killed by ritch flamespitter at level 50 on the 25th Pyre 124th year of Ascendancy at 06:45 Killed by Eilinygavena the Flame Terror at level 50 on the 26th Pyre 124th year of Ascendancy at 07:30 Killed by minotaur at level 50 on the 26th Pyre 124th year of Ascendancy at 07:54 Killed by Beluwyn the Herald at level 50 on the 26th Pyre 124th year of Ascendancy at 08:05 Killed by ritch flamespitter at level 50 on the 26th Pyre 124th year of Ascendancy at 08:33 Killed by Long Tine at level 50 on the 37th Pyre 124th year of Ascendancy at 22:02 Killed by Long Tine at level 50 on the 37th Pyre 124th year of Ascendancy at 23:32 Killed by Long Tine at level 50 on the 38th Pyre 124th year of Ascendancy at 01:02 Killed by Long Tine at level 50 on the 38th Pyre 124th year of Ascendancy at 02:37 Killed by Long Tine at level 50 on the 38th Pyre 124th year of Ascendancy at 04:07 Killed by stone golem at level 50 on the 39th Haze 124th year of Ascendancy at 12:49 |
Primary Stats
Strength | 117 (base 30) |
Dexterity | 168 (base 58) |
Constitution | 103 (base 57) |
Magic | 76 (base 18) |
Willpower | 82 (base 18) |
Cunning | 129 (base 65) |
Resources
Life | 2345/2345 |
Mana | 734/734 |
Stamina | 307/307 |
Healing Factor | 1.6609890109891 |
Regeneration | 26.991071428573 |
Speed
Mental | -10.000000000002% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 10.029851481509 |
See Stealth | 49.537291658803 |
See Invisible | 55.537291658803 |
Offense: Mainhand
Damage | 285 |
Accuracy | 114 |
Crit Chance | 99% |
APR | 63 |
Speed | 1.11 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 59% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 62% |
Speed | 1 |
Offense: Damage Bonus
Blight | +12% |
Arcane | +19% |
Nature | +24% |
All | +9% |
Offense: Damage Penetration
Mind | +39% |
Arcane | +25% |
Light | +34% |
All | +14% |
Defense: Base
Armour (hardiness) | 65.428571428571 (89.687909656376%) |
Defense | 96 |
Ranged Defense | 96 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 59 |
Mental Save | 71 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 27%( 70%) |
Physical | + 24%( 70%) |
Fire | + 27%( 70%) |
All | + 22%( 70%) |
Defense: Immunities
Pinning Resistance | 40% |
Disarm Resistance | 68% |
Confusion Resistance | 10% |
Silence Resistance | 35% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 744 damage for 6 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 76.88 physical damage and 174.92 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 679 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse 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 create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1033% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Precise Strikes |
talent | Intuitive Shots |
talent | Chant of Fortitude |
talent | Secrets of the Eternals |
talent | Premonition |
talent | Trained Reactions |
talent | Concealment |
beneficial effect | The target is concealed, increasing sight and attack range by 1 and chance to avoid damage by 21%. Concealment |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 |
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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. Melinda died to a Yaech raiding party at the beach. | failed |
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: 2405. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. 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. 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. | completed |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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? * You have sided with Slasul and killed Ukllmswwik. | 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 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: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +16 (+3 eff.) Fatigue: +4% Changes stats: +13 Dex / +4 Mag / +3 Wil It can be used to blink to a nearby random location (rad 13) Activation puts all charms on cooldown for 25 turns. 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 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 85.5 - 119.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +29 Crit. chance: +30.0% Capacity: 20 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +6 Str / +4 Dex Changes resistances: +6% acid / +7% fire Changes resistances penetration: +20% light Reduces incoming crit damage: 15.00% Light radius: +4 See invisible: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +13 Fatigue: +5% Damage when hit (Melee): 4 acid Changes stats: +9 Str / +13 Dex / +4 Cun Changes resistances: +6% blight / +2% physical / +9% acid Life regen: +4.00 Maximum life: +80.00 Infravision radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1075.0 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str / +10 Dex / +3 Mag / +5 Wil Changes damage: +15% nature Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +3 Physical power: +35 (+7 eff.) Changes stats: +14 Str / +7 Mag / +8 Wil / +10 Con Silence immunity: +35% Disarm immunity: +48% Pinning immunity: +40% Knockback immunity: +50% Stamina each turn: +2.00 Mana each turn: +0.40 Only die when reaching: -40.00 life Maximum life: +46.00 Spellpower: +14 (+4 eff.) Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +4 Cun / +8 Dex Life regen: +9.00 Maximum life: +85.00 Healing mod.: +15% Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Armour: +7 Fatigue: -6% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 26 Changes stats: +6 Cun / +4 Dex Changes resistances penetration: +25% mind Changes damage: +3% blight Maximum encumbrance: +37 Hate when firing a critical mind attack: +3.00 Mental crit. chance: +11% It can be used to create a temporary shield that absorbs 257 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +17 Changes stats: +20 Str / +14 Dex / +12 Mag / +17 Wil / +9 Cun / +15 Con Changes resistances penetration: +14% all Longbows are used to shoot arrows at your foes. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +18 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +8 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 10 physical Changes stats: +14 Str / +9 Dex / +9 Mag / +13 Wil / +9 Cun / +6 Con Disarm immunity: +20% Stun/Freeze immunity: +20% Stamina each turn: +3.03 Maximum life: +70.00 Infravision radius: +3 A suit of armour made of leather. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Defense: +3 (+0 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances penetration: +11% arcane Changes damage: +10% arcane Critical mult.: +15.00% Maximum mana: +100.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 747% 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. 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. |
![]() regeneration infusion (heal 492; 15 cd) 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 492 life over 5 turns. 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. |
![]() wild infusion (res 23%; physical; dur 3; cd 15) 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 521.02 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 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: Physical power: +13 (+3 eff.) Changes stats: +10 Str / +9 Con Changes resistances: +3% lightning Changes resistances penetration: +5% cold Disease immunity: +22% Cut immunity: +22% Silence immunity: +10% Disarm immunity: +33% Pinning immunity: +47% Stun/Freeze immunity: +49% Knockback immunity: +33% Life regen: +9.00 Maximum life: +48.00 Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +24 (+5 eff.) Changes stats: +11 Str / +7 Con Changes resistances: +3% darkness / +12% fire Changes resistances penetration: +10% light Changes damage: +6% all Reduces incoming crit damage: 5.00% Mental save: +10 (+3 eff.) Confusion immunity: +32% Spellpower: +14 (+4 eff.) Mindpower: +16 (+5 eff.) Light radius: +3 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +16 Defense: +15 (+3 eff.) Changes stats: +10 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +6 Cun / +7 Dex Changes resistances: +26% darkness Changes damage: +13% darkness Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +8 Cun / +7 Dex Life regen: +14.00 Maximum life: +89.00 Healing mod.: +18% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +8 Cun / +7 Dex Blindness immunity: +36% Infravision radius: +4 See stealth: +14 See invisible: +21 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +14% acid / +16% fire / +18% lightning / +16% cold Rings can have magical properties. |
![]() Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +15 nature When wielded/worn: Changes stats: +11 Str / +13 Dex / +11 Mag / +10 Wil / +9 Cun / +11 Con Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 49.0 - 63.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Str / +10 Dex / +9 Mag / +10 Wil / +8 Cun / +12 Con Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +5 Str / +7 Dex / +6 Mag / +9 Wil / +5 Cun / +7 Con Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +11 Changes stats: +7 Str / +6 Dex / +10 Mag / +9 Wil / +13 Cun / +13 Con Changes resistances penetration: +7% all Sharp, short and deadly. |
![]() Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+5 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+9 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 116 to 232 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() hateful voratun longsword of amnesia (41-57 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +14 darkness Damage against: +10% Living Sharp, long, and deadly. |
![]() manaburning voratun longsword of shearing (44-62 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21 arcane resource burn When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +15 Changes resistances penetration: +12% all Sharp, long, and deadly. |
![]() arcing voratun mace of massacre (60-83 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 59.5 - 83.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage Blunt and deadly. |
![]() nature's living mindstar of resolve (18-20 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +7% blight Changes damage: +10% nature Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Disease immunity: +22% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% 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 (+13 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 200 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." |
![]() lifebinding dragonbone vilestaff of wizardry (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Wil / +5 Con Changes damage: +30% darkness Talent granted: +1 Command Staff Life regen: +1.10 Maximum mana: +96.00 Spellpower: +27 (+8 eff.) Spell crit. chance: +5% Healing mod.: +23% Staves designed for wielders of magic, by the greats of the art. |
![]() acidic voratun waraxe of torment (39-55 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 One-handed war axes. |
![]() caustic voratun waraxe of enduring (42-58 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +26 acid / +44 nature When wielded/worn: Armour penetration: +12 Changes stats: +15 Con / +8 Wil Changes resistances penetration: +17% acid / +22% nature Maximum life: +102.00 One-handed war axes. |
![]() enhanced voratun waraxe (40-57 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Str / +8 Dex / +8 Mag / +12 Wil / +8 Cun / +8 Con One-handed war axes. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +4 Str / +9 Dex / +5 Wil / +7 Cun / +4 Con / +8 Lck Changes resistances penetration: +15% temporal Changes damage: +6% temporal Trap disarming bonus: +20 Stealth bonus: +11 Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +21 (+5 eff.) Mindpower: +8 (+3 eff.) Infravision radius: +4 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Dex / +8 Mag / +7 Wil / +4 Cun Spell crit. chance: +4% Mental crit. chance: +12% A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Str / +5 Dex / +5 Cun / +5 Con / +9 Lck Trap disarming bonus: +20 Stealth bonus: +11 Physical save: +12 (+3 eff.) Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +8 Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 61% Damage when hit (Melee): 4 darkness Changes stats: +4 Cun / +4 Dex Changes resistances: +18% light Changes resistances penetration: +10% fire Spell save: +15 (+4 eff.) 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 / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Str / +7 Dex / +3 Cun / +3 Con Talent mastery: +0.40 Technique / Combat training Spell save: -19 (-6 eff.) Stamina each turn: +1.50 Mana each turn: -0.34 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +9 Defense: +3 (+0 eff.) Changes stats: +4 Cun / +6 Dex Changes resistances: +20% darkness / +19% temporal Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +17% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() fearwoven elven-silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +16% blight / +15% all Changes resistances penetration: +13% darkness / +15% physical Changes damage: +20% darkness / +30% physical Life regen: +3.90 Maximum life: +100.00 Maximum hate: +12.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +3% Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 physical Changes stats: +6 Dex Changes resistances penetration: +10% physical Changes damage: +6% physical Critical mult.: +15.00% Stamina each turn: +1.00 Only die when reaching: -80.00 life Maximum stamina: +53.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() fleetfooted pair of drakeskin leather boots (16 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +16 (+3 eff.) Changes stats: +10 Dex A pair of boots made of leather. |
![]() pair of voratun boots of rushing (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +4 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +5 Changes stats: +5 Lck / +7 Dex Changes resistances penetration: +12% physical Stealth bonus: +15 A pair of boots made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +6 Dex / +4 Wil / +3 Con / +7 Lck Changes resistances penetration: +6% physical Stealth bonus: +10 Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +22 (+4 eff.) Armour: +3 Defense: +30 (+5 eff.) Fatigue: +5% Changes stats: +6 Dex Changes resistances: +6% lightning / +5% arcane Changes damage: +18% acid Stun/Freeze immunity: +20% Healing mod.: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +16 Dex Changes resistances: +20% darkness Infravision radius: +5 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1075.0 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() leafwalker's drakeskin leather cap of precognition (9 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Defense: +9 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun Changes resistances: +12% nature Spell save: +8 (+2 eff.) Maximum life: +82.00 Healing mod.: +19% A cap made of leather. |
![]() warlord's voratun helm of absorption (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +6 Wil Changes resistances: +9% physical Physical save: +14 (+3 eff.) Stamina when hit: +2.20 Equilibrium when hit: +1.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() warlord's voratun helm of strength (+15) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +15 Str / +7 Wil Changes resistances: +15% physical Physical save: +14 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +12 Dex / +7 Cun / +9 Con Changes resistances: -33% light A cap made of leather. |
![]() enlightening drakeskin leather armour of alacrity (20 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +9 Cun / +8 Wil Mental save: +16 (+4 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() fearforged voratun plate armour of clarity (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +37% Changes stats: +8 Con Changes resistances: +10% darkness / +10% fire / +8% mind / -17% light Physical save: +9 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +19 (+5 eff.) A suit of armour made of metal plates. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.5 - 98.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +32 Armour Penetration: +18 Crit. chance: +20.0% Capacity: 22 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 81.5 - 114.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +27 Crit. chance: +43.0% Capacity: 20 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 78.0 - 109.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +24.0% Capacity: 22 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +27 light Damage against: +41% Undead Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 68.0 - 95.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +23 Crit. chance: +20.5% Capacity: 20 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 71.0 - 99.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +23 Crit. chance: +23.5% Capacity: 19 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 58.0 - 81.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +17.5% Capacity: 19 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Damage against: +32% Unnatural Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 68.5 - 95.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +23.0% Capacity: 22 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +18.0% Capacity: 22 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Deals 95 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +21.0% Capacity: 20 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 21% chance to reduce strength, dexterity, and constitution by 26 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +30 blight Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +21.0% Capacity: 24 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 221 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +32 physical Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 60.5 - 84.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +23.0% Capacity: 21 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 mind / +20 lightning Damage (radius 1) on hit: +20 lightning Damage (radius 2) on crit: +20 lightning Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 93.5 - 130.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +32 Crit. chance: +26.0% Capacity: 52 Turns elapse between self-loadings: 0 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 lightning / +8 mind / +4 blight Damage (radius 1) on hit: +4 lightning / +30 fire / +22 mind Arrows are used with bows to pierce your foes to death. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 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 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 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 122.42 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 122.42 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 (+3 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 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. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 624.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() acidic pouch of voratun shots of crippling (23/23, 52-62 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.5 - 61.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +19.0% Capacity: 23 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 Shots are used with slings to pummel your foes to death. |
![]() 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, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +27.5% Capacity: 20 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 50.5 - 60.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +22.5% Capacity: 23 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% 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: 64.0 - 76.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 20 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% 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: 71.5 - 85.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +22.0% Capacity: 21 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% 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: 71.5 - 85.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +26.0% Capacity: 18 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% 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: 72.5 - 87.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Crit. chance: +24.0% Capacity: 20 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% 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: 65.5 - 78.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +27.0% Capacity: 21 On weapon crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% 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: 64.5 - 77.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +29.0% Capacity: 18 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() blazing pouch of voratun shots of erosion (20/20, 52-62 power, 6 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.5 - 61.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 Damage (Ranged): +15 nature / +33 fire Damage (radius 2) on crit: +11 fire Shots are used with slings to pummel your foes to death. |
![]() high-capacity pouch of voratun shots of wind (46/46, 52-62 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.0 - 62.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 46 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 229 physical damage Travel speed: +200% When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +21 Armour Penetration: +6 Crit. chance: +20.0% Capacity: 20 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 221 nature damage and pinning them for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Travel speed: +200% When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() piercing dragonbone wand of clairvoyance [power 15] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to reveal the area around you, dispelling darkness (radius 15, power 81 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Long Tine the Shalore Archer level 34
69th Dusk 123rd year of Ascendancy at 11:14 see stats
By Long Tine the Shalore Archer level 44
15th Regrowth 124th year of Ascendancy at 12:47 see stats
By Long Tine the Shalore Archer level 33
67th Dusk 123rd year of Ascendancy at 18:30 see stats
By Long Tine the Shalore Archer level 22
1st Regrowth 123rd year of Ascendancy at 06:09 see stats
By Long Tine the Shalore Archer level 40
10th Allure 124th year of Ascendancy at 19:12 see stats
By Long Tine the Shalore Archer level 41
6th Regrowth 124th year of Ascendancy at 05:32 see stats
By Long Tine the Shalore Archer level 50
51st Dusk 124th year of Ascendancy at 11:25 see stats
By Long Tine the Shalore Archer level 39
7th Allure 124th year of Ascendancy at 09:49 see stats
By Long Tine the Shalore Archer level 38
72nd Haze 123rd year of Ascendancy at 02:29 see stats
By Long Tine the Shalore Archer level 35
9th Haze 123rd year of Ascendancy at 05:40 see stats
By Long Tine the Shalore Archer level 20
54th Haze 122nd year of Ascendancy at 13:32 see stats
By Long Tine the Shalore Archer level 38
73rd Haze 123rd year of Ascendancy at 20:42 see stats
By Long Tine the Shalore Archer level 35
28th Haze 123rd year of Ascendancy at 22:38 see stats
By Long Tine the Shalore Archer level 38
73rd Haze 123rd year of Ascendancy at 15:19 see stats
By Long Tine the Shalore Archer level 50
7th Decay 124th year of Ascendancy at 17:08 see stats
By Long Tine the Shalore Archer level 36
45th Haze 123rd year of Ascendancy at 21:24 see stats
By Long Tine the Shalore Archer level 18
9th Haze 122nd year of Ascendancy at 07:09 see stats
By Long Tine the Shalore Archer level 22
7th Decay 122nd year of Ascendancy at 03:39 see stats
By Long Tine the Shalore Archer level 50
60th Haze 124th year of Ascendancy at 09:53 see stats
By Long Tine the Shalore Archer level 50
79th Dusk 124th year of Ascendancy at 10:01 see stats
By Long Tine the Shalore Archer level 50
15th Pyre 124th year of Ascendancy at 16:23 see stats
By Long Tine the Shalore Archer level 37
67th Haze 123rd year of Ascendancy at 01:30 see stats
By Long Tine the Shalore Archer level 25
22nd Regrowth 123rd year of Ascendancy at 21:56 see stats
By Long Tine the Shalore Archer level 10
5th Flare 122nd year of Ascendancy at 20:47 see stats
By Long Tine the Shalore Archer level 20
45th Haze 122nd year of Ascendancy at 09:57 see stats
By Long Tine the Shalore Archer level 30
45th Pyre 123rd year of Ascendancy at 02:24 see stats
By Long Tine the Shalore Archer level 40
9th Allure 124th year of Ascendancy at 17:12 see stats
By Long Tine the Shalore Archer level 50
8th Pyre 124th year of Ascendancy at 03:52 see stats
By Long Tine the Shalore Archer level 50
27th Dusk 124th year of Ascendancy at 21:17 see stats
By Long Tine the Shalore Archer level 50
25th Pyre 124th year of Ascendancy at 06:55 see stats
By Long Tine the Shalore Archer level 50
45th Haze 124th year of Ascendancy at 03:39 see stats
By Long Tine the Shalore Archer level 13
51st Dusk 122nd year of Ascendancy at 10:16 see stats
By Long Tine the Shalore Archer level 27
41st Regrowth 123rd year of Ascendancy at 06:01 see stats
By Long Tine the Shalore Archer level 34
6th Haze 123rd year of Ascendancy at 07:00 see stats
By Long Tine the Shalore Archer level 25
27th Regrowth 123rd year of Ascendancy at 00:09 see stats
By Long Tine the Shalore Archer level 39
74th Haze 123rd year of Ascendancy at 01:20 see stats
By Long Tine the Shalore Archer level 50
7th Decay 124th year of Ascendancy at 17:07 see stats
By Long Tine the Shalore Archer level 15
69th Dusk 122nd year of Ascendancy at 18:43 see stats
By Long Tine the Shalore Archer level 8
3rd Summertide 122nd year of Ascendancy at 01:22 see stats
By Long Tine the Shalore Archer level 47
60th Regrowth 124th year of Ascendancy at 18:11 see stats
By Long Tine the Shalore Archer level 50
7th Decay 124th year of Ascendancy at 17:08 see stats
By Long Tine the Shalore Archer level 48
79th Regrowth 124th year of Ascendancy at 19:44 see stats
By Long Tine the Shalore Archer level 17
1st Time of Equilibrium 122nd year of Ascendancy at 11:36 see stats
By Long Tine the Shalore Archer level 50
41st Pyre 124th year of Ascendancy at 00:46 see stats
By Long Tine the Shalore Archer level 18
32nd Haze 122nd year of Ascendancy at 00:34 see stats
By Long Tine the Shalore Archer level 26
40th Regrowth 123rd year of Ascendancy at 07:54 see stats
By Long Tine the Shalore Archer level 17
6th Haze 122nd year of Ascendancy at 16:21 see stats
By Long Tine the Shalore Archer level 33
67th Dusk 123rd year of Ascendancy at 08:42 see stats
Log
Saving game...
Saving done.
Today is the 7th Decay of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 23:13.
Ran for 13 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: didn't move).
Saving game...
Saving done.
Long Tine deactivates Concealment.