











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Archer |
Level / Exp | 50 / 1913% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 131 (base 62) |
Dexterity | 108 (base 60) |
Constitution | 63 (base 14) |
Magic | 45 (base 15) |
Willpower | 114 (base 60) |
Cunning | 84 (base 32) |
Resources
Life | 2152/2152 |
Psi | 141/194 |
Stamina | 457/457 |
Equilibrium | 30 |
Healing Factor | 1.674619213451 |
Regeneration | 60.833186862764 |
Speed
Mental | +20% |
Attack | 0% |
Movement | +32.64892493469% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 59.327401544624 |
See Invisible | 59.327401544624 |
Offense: Mainhand
Damage | 314 |
Accuracy | 75 |
Crit Chance | 61% |
APR | 128 |
Speed | 0.83 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 87 |
Crit Chance | 48% |
Speed | 1 |
Offense: Damage Bonus
Physical | +135% |
Lightning | +60% |
Nature | +51% |
Darkness | +44% |
Blight | +20% |
Arcane | +23% |
Cold | +50% |
All | +14% |
Offense: Damage Penetration
Darkness | +31% |
Physical | +58% |
Nature | +34% |
Lightning | +34% |
Arcane | +19% |
Mind | +35% |
All | +9% |
Defense: Base
Armour (hardiness) | 67 (77.718496631565%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 52 |
Mental Save | 51 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 58%( 70%) |
Arcane | + 49%( 70%) |
Cold | + 60%( 70%) |
All | + 49%( 70%) |
Lightning | + 70%( 70%) |
Light | + 49%( 70%) |
Physical | + 70%( 70%) |
Nature | + 69%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 68% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 683 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 305 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Archery training | 1.60 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Technique / Archery prowess | 1.60 |
| 3/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Reflexes | 1.60 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Marksmanship | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Intuitive Shots |
talent | Skate |
talent | Antimagic Shield |
talent | Trained Reactions |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Shardskin. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the injured seer from death by Eilinylaith the skeleton archer. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by snow giant boulder thrower. Escort: worried loremaster (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | 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 Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 2730. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed hummerhorn wing. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed wretchling eyeball. * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed giant spider spinneret. * You've found the needed green worm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | ![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 180% Range: 1.0x-1.4x Uses 40% Wil, 50% Dex, 70% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +17.00% Physical Power +8 (+2 eff.) Damage +12% nature Ignore resists +20% lightning +9% all Ignore Armor +11 On-Hit (Melee): * 20% chance to slow global speed by 75% defense ------ Resistance +6% lightning +6% nature +3% all Spell save +9 (+3 eff.) other ------- Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +9% arcane defense ------ Armor +27 Defense +13 (+3 eff.) Fatigue +5% Resistance +14% nature +6% all Physical save +15 (+4 eff.) Spell save +7 (+2 eff.) Life +104.00 Healmod +16% other ------- Stamina/turn +2.00 Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +8.3% Physical Power +31 (+6 eff.) Accuracy +15 (+4 eff.) When Hit 6 acid 10 lightning On-Hit (Melee): * 21% chance to reduce armor by 18% defense ------ Armor +6 Defense +15 (+4 eff.) Resistance +6% acid Physical save +7 (+2 eff.) Spell save +7 (+2 eff.) Mind save +7 (+2 eff.) Life +48.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +19 (+4 eff.) Spellpower +16 (+2 eff.) Mindpower +15 (+3 eff.) Damage +7% all defense ------ Stun Resist +60% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Con offense ------ Physical Power +25 (+5 eff.) Damage +18% lightning +20% physical Ignore resists +5% darkness +15% physical When Hit 8 darkness On-Hit (Melee): * 21% chance to reduce damage dealt by 36% defense ------ Resistance +15% lightning Physical save +21 (+6 eff.) other ------- Size +2 A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Nature/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 Projectile Speed +400% On-ranged-hit +4 physical While equipped: Stats +15 Str +27 Dex +12 Mag +15 Wil +26 Cun +12 Con offense ------ Critical power +5.00% Physical Power +5 (+1 eff.) Combat Speed +10% Damage +6% cold Ignore resists +14% physical defense ------ Resistance +9% cold +3% physical Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+3 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+5 eff.) Life +100.00 other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 230.01 arcane damage and stunned). Uses 73 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Str +7 Mag +14 Wil offense ------ Mind Crit +5% Spellpower +5 (+0 eff.) Mindpower +9 (+2 eff.) Damage +28% lightning +67% physical +30% darkness +6% blight +30% cold Ignore resists +20% physical +17% darkness +10% arcane When Hit 4 blight defense ------ Resistance +13% lightning +23% physical +11% cold +15% all other ------- Vim-on-crit +1.00 Max hate +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Con offense ------ Physical Crit +3.0% Damage +9% physical Accuracy +10 (+2 eff.) Ignore Armor +2 defense ------ Armor +6 Defense +3 (+1 eff.) Resistance +18% nature +17% blight Physical save +13 (+4 eff.) Life +150.00 Life Regen +11.00 Healmod +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun +4 Con offense ------ Physical Power +10 (+2 eff.) Mindpower +10 (+2 eff.) Combat Speed +10% Damage +10% physical Ignore resists +5% lightning +26% mind When Hit 4 mind defense ------ Resistance +25% lightning Physical save +17 (+5 eff.) Mind save +15 (+5 eff.) Life +61.00 Life Regen +7.00 Stun Resist +39% other ------- EQ when Hit +0.08 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 288 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 269 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 730% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 862% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 44% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 690.84 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +3 Con offense ------ Physical Crit +2.0% Physical Power +25 (+5 eff.) Damage +9% physical Ignore Armor +3 defense ------ Defense +20 (+5 eff.) Resistance +8% physical Physical save +18 (+5 eff.) Spell save +20 (+6 eff.) Mind save +19 (+6 eff.) other ------- Max hate +6.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Str +5 Con offense ------ Spellpower/crit +2 Damage +12% nature On-Hit (Melee): * 20% chance to slow global speed by 75% defense ------ Resistance +8% physical Physical save +12 (+3 eff.) Spell save +9 (+3 eff.) Life +44.00 Life Regen +8.00 other ------- Stamina/turn +0.60 Mana/turn +0.04 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 26 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (114). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag offense ------ Spellpower/crit +3 defense ------ Resistance +19% mind Confus Resist +42% other ------- Mana/turn +0.27 Max mana +40.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: Stats +13 Lck offense ------ Accuracy +11 (+3 eff.) defense ------ Defense +15 (+4 eff.) Resist unseen 14% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +5 Cun +4 Con offense ------ Move Speed +10% Damage +15% nature defense ------ Fatigue -5% Resistance +18% lightning +6% physical Life Regen +3.00 Stun Resist +30% other ------- Stamina/turn +0.80 Psi when Hit +0.08 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: defense ------ Fatigue -5% Resistance +15% acid +6% mind +3% darkness Mind save +3 (+1 eff.) Unlife -60.00 life Life Regen +2.00 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 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. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str offense ------ Mindpower +31 (+6 eff.) Damage +18% acid +9% mind defense ------ Armor +20 Fatigue -8% Resistance +39% acid +3% light +3% blight Mind save +6 (+2 eff.) other ------- Encumbrance +32 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+12 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+3 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +3 Wil +1 Con defense ------ Defense +15 (+4 eff.) Fatigue -5% Resistance +6% blight +9% darkness Teleport Resist +20% other ------- Encumbrance +25 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +7 Con offense ------ Physical Power +19 (+4 eff.) Ignore Armor +10 When Hit 4 light defense ------ Armor +8 Resistance +6% light Physical save +3 (+1 eff.) other ------- Stamina/turn +2.00 Max stamina +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun +6 Wil offense ------ Mindpower +9 (+2 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag offense ------ On-Hit 32 light On-Ranged-Hit 15 light Damage +14% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +10 (+2 eff.) Ignore Armor +12 defense ------ Defense +11 (+3 eff.) Disengage: Puts all charms on 8 turn cooldown Effective talent level: 4.5 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 194% 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! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +8 Dex +10 Con offense ------ Physical Power +13 (+3 eff.) Damage +9% nature +12% light Ignore resists +5% nature Accuracy +16 (+4 eff.) defense ------ Resistance +15% light Blind Resist +50% other ------- Light +1 Infravision +5 See Stealth +18 See Invisibility +18 Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 107% Range: 1.0x-1.3x Uses 40% Wil, 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +4 lightning On Critical: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+2 eff.) defense ------ Resistance +3% acid +1% physical Unlife -80.00 life Life +40.00 Confus Resist +10% Knockbk Resist +20% Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 143% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +9 Cun offense ------ Accuracy +14 (+3 eff.) defense ------ Defense +12 (+3 eff.) Resistance +5% arcane +6% lightning Disarm Resist +35% Confus Resist +20% Stun Resist +10% Massive two-handed swords. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +16 acid On-Hit, radius 1 +21 lightning On Hit: 10% Shoot level 1 While equipped: offense ------ Physical Crit +17.0% Damage +26% physical +24% temporal Ignore resists +15% lightning +14% physical +10% acid +21% temporal Accuracy +23 (+5 eff.) When Hit 8 lightning other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +20 lightning +30 fire On Hit: * 21% chance to reduce armor by 18% While equipped: Stats +2 Mag offense ------ Physical Crit +21.0% Spellpower +15 (+2 eff.) Damage +9% blight +27% fire Ignore resists +33% physical Accuracy +21 (+5 eff.) defense ------ Resistance +6% lightning Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Ego++] Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-crit, radius 2 +78 fire While equipped: Stats +23 Con +15 Wil offense ------ Global Speed +10% Ignore resists +33% fire defense ------ Life +62.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T4 longbow 2H weapon [Ego++] Nature/Disrupt Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +20 Wil +8 Cun +11 Con offense ------ Mindpower +14 (+3 eff.) On-Hit (Ranged): * 20 arcane resource burn defense ------ Life +63.00 other ------- Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+5 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. 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. Uses 145 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." |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 7.2 Power cost 22 out of 30/30. Range melee/personal Cooldown: 15 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 76 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +9 Mag +11 Wil +6 Cun offense ------ Physical Crit +18.0% Spell Crit +6% Mind Crit +15% Critical power +14.00% Physical Power +6 (+2 eff.) Damage +9% fire +3% temporal Ignore resists +10% fire When Hit 6 fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal +3% fire A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Damage +6% nature +9% cold Accuracy +35 (+8 eff.) defense ------ Defense +15 (+4 eff.) Fatigue -8% Resistance +12% acid +6% fire Physical save +23 (+6 eff.) Spell save +6 (+2 eff.) Mind save +13 (+4 eff.) Unlife -50.00 life Life +61.00 other ------- Max stamina +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 24 power out of 32/32 Activation is instant. 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. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +5.0% Physical Power +4 (+1 eff.) Spellpower +10 (+1 eff.) Damage +12% temporal Ignore resists +14% physical +5% nature +10% temporal When Hit 8 nature defense ------ Armor +14 Resistance +10% acid +15% fire +10% lightning +14% cold Life Regen +4.00 Healmod +17% other ------- Mana-on-crit +2.11 Vim-on-crit +2.11 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +9 Dex offense ------ Physical Crit +3.0% Physical Power +20 (+4 eff.) Damage +12% physical defense ------ Armor +3 Defense +25 (+6 eff.) Resistance +11% fire +5% arcane +10% cold Physical save +9 (+3 eff.) other ------- Stamina/turn +3.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +3 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +15% arcane Ignore resists +7% physical When Hit 2 mind defense ------ Armor +3 Resistance +7% lightning +8% temporal +6% mind Rush: Puts all charms on 19 turn cooldown Effective talent level: 4.5 Power cost 19 out of 25/25. Range 9 Cooldown: 20 Travel.spd 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. A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Dex +4 Mag +6 Wil +8 Cun +9 Lck offense ------ Spell Crit +4% Mind Crit +3% Physical Power +9 (+2 eff.) Spellpower +12 (+1 eff.) Mindpower +21 (+4 eff.) Damage +9% mind defense ------ Armor +5 Resistance +5% arcane Stealth +11 other ------- Mana/turn +0.52 Max mana +41.00 A pair of boots made of leather. |
![]() 1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +7 Cun offense ------ Physical Power +15 (+3 eff.) On-Hit 8 lightning Damage +3% lightning Accuracy +6 (+1 eff.) Ignore Armor +5 When Hit 6 arcane defense ------ Armor +3 Fatigue +5% Resistance +7% lightning other ------- Light +1 Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 15 turn cooldown Effective talent level: 7.2 Power cost 15 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 196% damage with a 32% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 2.5 Power cost 44 out of 60/60. Range melee/personal Cooldown: 34 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 Encumbrance T5 head armor [Unique] Master While equipped: defense ------ Armor +20 Fatigue +12% Resistance +15% acid +15% physical +15% cold +15% fire +15% lightning Physical save +12 (+3 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +3% Resistance +11% lightning +11% temporal +15% darkness Physical save +9 (+3 eff.) Life +60.00 Cut Resist +20% Confus Resist +20% Stun Resist +20% A cap made of leather. |
![]() 3.0 Encumbrance T5 arrow ammo [Rare] Master Weapon Damage 189% Range: 1.0x-1.4x Uses 40% Wil, 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 20 On-ranged-hit +20 mind +20 arcane On-Hit, radius 1 +20 darkness +20 mind On-crit, radius 2 +20 mind +12 darkness Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 174% Range: 1.0x-1.4x Uses 40% Wil, 50% Dex, 70% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +8.0% Capacity 18 On Critical: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Master Weapon Damage 180% Range: 1.0x-1.4x Uses 40% Wil, 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +27.0% Capacity 22 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Disrupt/Master Weapon Damage 180% Range: 1.0x-1.4x Uses 40% Wil, 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +18.0% Capacity 21 Damage Against +32% Unnatural On 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 Critical: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo [Ego++] Master Weapon Damage 178% Range: 1.0x-1.4x Uses 40% Wil, 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +25.5% Capacity 20 Projectile Speed +200% On Critical: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Wil +2 Cun +1 Con offense ------ Damage +15% arcane When Hit 6 arcane defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +3 Con defense ------ Mind save +6 (+2 eff.) other ------- Light +4 See Stealth +7 See Invisibility +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +6% light defense ------ Armor +2 Resistance +1% physical Mind save +6 (+2 eff.) Life +80.00 Silence Resist +20% other ------- Light +3 See Stealth +6 See Invisibility +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Ego++] Disrupt/Master While equipped: defense ------ Resistance +3% all Spell save +7 (+2 eff.) Blind Resist +34% Confus Resist +13% other ------- Light +8 See Stealth +10 See Invisibility +5 Track: Puts all charms on 29 turn cooldown Effective talent level: 5.5 Power cost 29 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 15 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 24 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: 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. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: Stats +8 Wil offense ------ Critical power +15.00% Spellpower/crit +8 Damage +9% cold When Hit 10 arcane 10 cold defense ------ Resistance +9% cold Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 19 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% cold defense ------ Resistance +6% acid Mind save +6 (+2 eff.) Life +40.00 Silence Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Setup a psionic shield, reducing all damage taken by 67 for 5 turns Puts all charms on 19 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: Stats +5 Cun offense ------ Mindpower +30 (+6 eff.) Damage +27% darkness +15% light +15% mind defense ------ Resistance +12% mind Mind save +21 (+7 eff.) other ------- Light +3 Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 19 turn cooldown 100% to reduce fatigue by 49% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% mind When Hit 6 mind defense ------ Mind save +3 (+1 eff.) Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 11 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+3 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By MarksmanTheSharpshooter the Halfling Archer level 34
52nd Regrowth 124th year of Ascendancy at 09:39 see stats
By MarksmanTheSharpshooter the Halfling Archer level 34
50th Regrowth 124th year of Ascendancy at 17:25 see stats
By MarksmanTheSharpshooter the Halfling Archer level 17
43rd Regrowth 123rd year of Ascendancy at 17:37 see stats
By MarksmanTheSharpshooter the Halfling Archer level 42
77th Haze 124th year of Ascendancy at 19:09 see stats
By MarksmanTheSharpshooter the Halfling Archer level 38
68th Pyre 124th year of Ascendancy at 18:06 see stats
By MarksmanTheSharpshooter the Halfling Archer level 11
79th Haze 122nd year of Ascendancy at 07:22 see stats
By MarksmanTheSharpshooter the Halfling Archer level 37
64th Regrowth 124th year of Ascendancy at 15:26 see stats
By MarksmanTheSharpshooter the Halfling Archer level 35
54th Regrowth 124th year of Ascendancy at 18:15 see stats
By MarksmanTheSharpshooter the Halfling Archer level 50
59th Haze 125th year of Ascendancy at 20:57 see stats
By MarksmanTheSharpshooter the Halfling Archer level 21
73rd Pyre 123rd year of Ascendancy at 09:06 see stats
By MarksmanTheSharpshooter the Halfling Archer level 30
18th Regrowth 124th year of Ascendancy at 00:04 see stats
By MarksmanTheSharpshooter the Halfling Archer level 31
42nd Regrowth 124th year of Ascendancy at 01:28 see stats
By MarksmanTheSharpshooter the Halfling Archer level 50
53rd Haze 125th year of Ascendancy at 07:31 see stats
By MarksmanTheSharpshooter the Halfling Archer level 28
6th Allure 124th year of Ascendancy at 07:55 see stats
By MarksmanTheSharpshooter the Halfling Archer level 10
52nd Haze 122nd year of Ascendancy at 02:02 see stats
By MarksmanTheSharpshooter the Halfling Archer level 20
42nd Pyre 123rd year of Ascendancy at 11:19 see stats
By MarksmanTheSharpshooter the Halfling Archer level 30
7th Regrowth 124th year of Ascendancy at 18:46 see stats
By MarksmanTheSharpshooter the Halfling Archer level 40
10th Flare 124th year of Ascendancy at 22:55 see stats
By MarksmanTheSharpshooter the Halfling Archer level 50
1st Flare 125th year of Ascendancy at 17:28 see stats
By MarksmanTheSharpshooter the Halfling Archer level 50
51st Haze 125th year of Ascendancy at 11:04 see stats
By MarksmanTheSharpshooter the Halfling Archer level 25
17th Haze 123rd year of Ascendancy at 15:57 see stats
By MarksmanTheSharpshooter the Halfling Archer level 50
43rd Haze 125th year of Ascendancy at 08:56 see stats
By MarksmanTheSharpshooter the Halfling Archer level 45
30th Pyre 125th year of Ascendancy at 20:34 see stats
By MarksmanTheSharpshooter the Halfling Archer level 35
54th Regrowth 124th year of Ascendancy at 18:51 see stats
By MarksmanTheSharpshooter the Halfling Archer level 37
64th Regrowth 124th year of Ascendancy at 22:06 see stats
By MarksmanTheSharpshooter the Halfling Archer level 50
59th Haze 125th year of Ascendancy at 20:56 see stats
By MarksmanTheSharpshooter the Halfling Archer level 50
67th Haze 125th year of Ascendancy at 04:57 see stats
By MarksmanTheSharpshooter the Halfling Archer level 8
36th Haze 122nd year of Ascendancy at 00:22 see stats
By MarksmanTheSharpshooter the Halfling Archer level 50
59th Haze 125th year of Ascendancy at 20:57 see stats
By MarksmanTheSharpshooter the Halfling Archer level 50
77th Dusk 125th year of Ascendancy at 16:01 see stats
By MarksmanTheSharpshooter the Halfling Archer level 10
66th Haze 122nd year of Ascendancy at 12:21 see stats
By MarksmanTheSharpshooter the Halfling Archer level 39
1st Summertide 124th year of Ascendancy at 14:02 see stats
By MarksmanTheSharpshooter the Halfling Archer level 24
55th Dusk 123rd year of Ascendancy at 22:44 see stats
By MarksmanTheSharpshooter the Halfling Archer level 25
34th Haze 123rd year of Ascendancy at 21:21 see stats
By MarksmanTheSharpshooter the Halfling Archer level 23
8th Dusk 123rd year of Ascendancy at 13:08 see stats
By MarksmanTheSharpshooter the Halfling Archer level 34
50th Regrowth 124th year of Ascendancy at 09:25 see stats
Log
Lore found: Escapades of Fay Willows [Book 1, Chapter 3] - Shaloren Suffering
You can read all your collected lore in the game menu, by pressing Escape.
Bought: Escapades of Fay Willows [Book 1, Chapter 3] - Shaloren Suffering for 101.19 gold.
Lore found: Escapades of Fay Willows [Book 1, Chapter 4] - Medical Treatment
You can read all your collected lore in the game menu, by pressing Escape.
Bought: Escapades of Fay Willows [Book 1, Chapter 4] - Medical Treatment for 101.19 gold.
Lore found: Escapades of Fay Willows [Book 1, Chapter 5] - General Aranion Gawaeil
You can read all your collected lore in the game menu, by pressing Escape.
Bought: Escapades of Fay Willows [Book 1, Chapter 5] - General Aranion Gawaeil for 101.19 gold.
Lore found: Escapades of Fay Willows [Book 1, Chapter 6] - Leaving Elvala
You can read all your collected lore in the game menu, by pressing Escape.
Bought: Escapades of Fay Willows [Book 1, Chapter 6] - Leaving Elvala for 101.19 gold.
Lore found: Escapades of Fay Willows [Book 4, Chapter 1] - Exhaustive Travel
You can read all your collected lore in the game menu, by pressing Escape.
Bought: Escapades of Fay Willows [Book 4, Chapter 1] - Exhaustive Travel for 101.19 gold.
Lore found: Escapades of Fay Willows [Book 4, Chapter 2] - Seeking Sanctuary
You can read all your collected lore in the game menu, by pressing Escape.
Bought: Escapades of Fay Willows [Book 4, Chapter 2] - Seeking Sanctuary for 101.19 gold.
Lore found: Escapades of Fay Willows [Book 4, Chapter 3] - The Enchantress
You can read all your collected lore in the game menu, by pressing Escape.
Bought: Escapades of Fay Willows [Book 4, Chapter 3] - The Enchantress for 101.19 gold.
Lore found: Escapades of Fay Willows [Book 4, Chapter 4] - Terrifying Interview
You can read all your collected lore in the game menu, by pressing Escape.
Bought: Escapades of Fay Willows [Book 4, Chapter 4] - Terrifying Interview for 101.19 gold.
Lore found: Escapades of Fay Willows [Book 4, Chapter 5] - Festival of Happiness
You can read all your collected lore in the game menu, by pressing Escape.
Bought: Escapades of Fay Willows [Book 4, Chapter 5] - Festival of Happiness for 101.19 gold.
Lore found: Escapades of Fay Willows [Book 4, Chapter 6] - Rebuilding Anew
You can read all your collected lore in the game menu, by pressing Escape.
Bought: Escapades of Fay Willows [Book 4, Chapter 6] - Rebuilding Anew for 101.19 gold.