Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 50 / 1871% |
Size | medium |
Lifes / Deaths | Killed by Assassin Lord at level 18 on the 22nd Haze 122nd year of Ascendancy at 01:07 2 / 6Killed by Belorewen the umbral horror at level 23 on the 42nd Haze 122nd year of Ascendancy at 09:23 Killed by Lord of Skulls (warrior) at level 33 on the 8th Flare 123rd year of Ascendancy at 06:05 Killed by Emowen the venom wyrm at level 41 on the 29th Haze 123rd year of Ascendancy at 07:24 Killed by Emelonor the spire dragon at level 41 on the 29th Haze 123rd year of Ascendancy at 09:43 Killed by Glee at level 50 on the 38th Dusk 124th year of Ascendancy at 09:34 |
Primary Stats
Strength | 106 (base 60) |
Dexterity | 50 (base 18) |
Constitution | 89 (base 60) |
Magic | 134 (base 60) |
Willpower | 35 (base 10) |
Cunning | 75 (base 24) |
Resources
Life | 1484/1484 |
Positive | 25/197 |
Stamina | 274/310 |
Healing Factor | 1.4578604441647 |
Regeneration | 4.7380464435353 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 218 |
Accuracy | 59 |
Crit Chance | 54% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 71 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +27% |
Light | +61% |
Blight | +51% |
Arcane | +39% |
Cold | +44% |
All | +19% |
Offense: Damage Penetration
Blight | +40% |
Darkness | +25% |
Light | +75% |
All | +10% |
Defense: Base
Armour (hardiness) | 99.50863224038 (94.051442452011%) |
Defense | 38 |
Ranged Defense | 44 |
Fatigue | 45 |
Physical Save | 62 |
Spell Save | 72 |
Mental Save | 66 |
Defense: Resistances
Acid | + 59%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 37%( 70%) |
Cold | + 56%( 70%) |
All | + 26%( 70%) |
Darkness | + 75%( 75%) |
Light | + 75%( 75%) |
Temporal | + 37%( 70%) |
Physical | + 45%( 70%) |
Lightning | + 59%( 70%) |
Fire | + 62%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Teleport Resistance | 24% |
Confusion Resistance | 100% |
Disarm Resistance | 50% |
Knockback Resistance | 37% |
Instadeath Resistance | 100% |
Blind Resistance | 67% |
Inscriptions (3/3)
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 56.80 physical damage and 113.61 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -709 life. The duration and life will increase by 1% for every 1% life you have lost (currently 709 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Celestial / Guardian | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Generic Talents
Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by luminous horror. Escort: lost defiler (level 8 of Dreadfell) | failed |
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 Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | 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 Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Magic 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall. You were forced to kill her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2269. | 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. | active |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. 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. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 |
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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Porotira (0 def, 5 armour) Porotira (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 6 temporal Changes stats: +4 Wil / +9 Cun / +5 Con Changes resistances penetration: +25% blight Changes damage: +12% blight Physical save: +30 (+7 eff.) Spell save: +5 (+1 eff.) Mental save: +32 (+8 eff.) Spellpower: +13 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 49.97 cold damage and 41.29 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Ree (0 def, 8 armour) Ree (0 def, 8 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +18 Physical crit. chance: +2.0% Physical power: +15 (+4 eff.) Armour: +8 Fatigue: +5% Damage when hit (Melee): 8 fire Changes stats: +2 Str / +12 Dex / +8 Mag / +8 Wil / +10 Cun Changes resistances: +9% fire Changes damage: +20% blight / +20% arcane / +12% light Only die when reaching: -60.00 life Spell crit. chance: +5% Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 162% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Tool | Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 233 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
On fingers | Piss PissPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 24 * 24% chance to reduce strength, dexterity, and constitution by 32 Damage (Melee): 35 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 24 Damage (Ranged): 28 physical Damage when hit (Melee): 2 mind / 4 fire Changes stats: +10 Dex / +9 Mag / +22 Cun Changes resistances: +9% fire Changes resistances penetration: +5% blight Spell save: +18 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +42% Hate when firing a critical mind attack: +6.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% blight Reduces incoming crit damage: 15.00% Physical save: +16 (+4 eff.) Spell save: +14 (+3 eff.) Mental save: +30 (+7 eff.) Disarm immunity: +50% Confusion immunity: +40% Pinning immunity: +50% Knockback immunity: +37% Maximum life: +39.00 Infravision radius: +1 See invisible: +6 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 31 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
In main hand | Poltergeist's Dethblyd (182% power, 18 apr) Poltergeist's Dethblyd (182% power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 10% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Armour: +5 Changes stats: +10 Str / +8 Mag / +5 Con Changes resistances: +4% all Changes damage: +4% all Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | Unsetting Sun (16 def, 20 armour, 161% power, 280 block) Unsetting Sun (16 def, 20 armour, 161% power, 280 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When used to attack (with talents): Power: 162% Range: 1.2x Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +280 When wielded/worn: Armour: +20 Defense: +16 (+6 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +1 Block Spell save: +19 (+5 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Cloak | Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 686.88 cold damage and condensing the air into freezing vapors that deal 228.96 cold damage (based on Magic) each turn for 10 turns Activation costs 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Main armor | Pie (0 def, 30 armour) Pie (0 def, 30 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +30 Fatigue: +22% Damage (Melee): 22 acid / 23 fire Damage when hit (Melee): 16 acid / 14 fire Changes stats: +9 Str / +4 Wil Changes resistances: +30% acid / +15% physical / +47% darkness / +3% nature / +30% blight / +30% fire / +5% arcane / +29% lightning Reduces incoming crit damage: 15.00% Teleport immunity: +24% Maximum life: +40.00 Light radius: +4 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion (speed 812%; cd 13)movement infusion (speed 812%; cd 13) 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Orb of Many Ways Orb of Many WaysPowered 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. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -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. |
This item will automatically be transmogrified when you leave the level. Ring of the War MasterRing of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent 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. |
This item will automatically be transmogrified when you leave the level. painweaver's voratun ring of miserypainweaver's voratun ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+4 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 24 Damage (Melee): 25 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 24 Damage (Ranged): 31 physical Changes stats: +8 Cun Changes damage: +7% all Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Spellpower: +9 (+3 eff.) Mindpower: +9 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. solipsist's voratun ring of perseverancesolipsist's voratun ring of perseverance Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +7 Wil Stun/Freeze immunity: +50% Life regen: +6.00 Mindpower: +10 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. voratun battleaxe of massacre (187% power, 4 apr)voratun battleaxe of massacre (187% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 187% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. slime-covered voratun greatmaul of erosion (181% power, 4 apr)slime-covered voratun greatmaul of erosion (181% power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 28% chance to slow global speed by 51% Damage (Melee): +20 nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Blood-Edge (157% power, 7 apr)Blood-Edge (157% power, 7 apr) Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 157% Range: 1.4x Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+6 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
This item will automatically be transmogrified when you leave the level. quick voratun longsword of massacre (166% power, 6 apr)quick voratun longsword of massacre (166% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 166% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+5 eff.) Changes stats: +6 Dex Combat speed: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. chilling voratun mace of the mystic (157% power, 6 apr)chilling voratun mace of the mystic (157% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +27 cold When wielded/worn: Changes stats: +7 Mag / +8 Wil Spellpower: +15 (+4 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. nature's living mindstar of gales (116% power, 40 apr, mind damage)nature's living mindstar of gales (116% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% 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: Defense: +33 (+11 eff.) Changes resistances: +10% blight Changes damage: +12% lightning / +13% cold / +10% nature / +15% physical Talent granted: +1 Attune Mindstar Disease immunity: +15% Pinning immunity: +37% Mindpower: +10 (+4 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. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element) Awakened Staff of Absorption (172% power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x 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 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 60/200. 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." |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun waraxe of ruin (150% power, 6 apr)blazebringer's voratun waraxe of ruin (150% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +63 fire When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Changes resistances penetration: +17% fire Critical mult.: +24.00% Global speed: +8% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. elemental voratun waraxe of paradox (150% power, 6 apr)elemental voratun waraxe of paradox (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 115 cold damage (1/turn) Damage (Melee): +19 temporal When wielded/worn: Changes resistances: +11% temporal Changes resistances penetration: +26% cold Changes damage: +13% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. murderer's elven-silk cloak of Eldoral (3 def, 0 armour)murderer's elven-silk cloak of Eldoral (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +3 (+1 eff.) Changes stats: +10 Cun / +8 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. stormwoven elven-silk robe (0 def, 0 armour)stormwoven elven-silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Mag / +7 Wil Changes resistances: +11% lightning / +14% cold / +15% all Changes damage: +23% lightning / +20% physical / +20% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Xanulaith the Gloomrip (0 def, 5 armour)Xanulaith the Gloomrip (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 8 arcane Changes resistances: +15% fire / +15% cold Changes resistances penetration: +28% darkness Changes damage: +21% blight / +18% darkness Critical mult.: +22.63% Maximum mana: +113.14 Spell crit. chance: +6% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of drakeskin leather boots of tirelessness (0 def, 5 armour)blood-soaked pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +5 Stamina each turn: +1.00 Maximum stamina: +33.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. traveler's pair of voratun boots of speed (0 def, 5 armour)traveler's pair of voratun boots of speed (0 def, 5 armour) 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 Fatigue: -4% Maximum encumbrance: +33 Physical save: +13 (+3 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of voratun boots of tirelessness (0 def, 5 armour)wanderer's pair of voratun boots of tirelessness (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 Cun / +4 Con Physical save: +20 (+5 eff.) Mental save: +24 (+6 eff.) Stamina each turn: +1.30 Maximum stamina: +29.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. champion's drakeskin leather cap of dexterity (+4) (0 def, 5 armour)champion's drakeskin leather cap of dexterity (+4) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +8 Dex / +3 Wil Mental save: +15 (+4 eff.) Light radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. dragonslayer's drakeskin leather cap of constitution (+7) (0 def, 5 armour)dragonslayer's drakeskin leather cap of constitution (+7) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Con Changes resistances: +12% acid / +12% fire / +11% lightning / +14% cold A cap made of leather. |
This item will automatically be transmogrified when you leave the level. mindcaging drakeskin leather cap of knowledge (0 def, 5 armour)mindcaging drakeskin leather cap of knowledge (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +4 Wil Changes resistances: +16% mind Mental save: +21 (+5 eff.) Confusion immunity: +30% Mindpower: +4 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. fearforged voratun plate armour of implacability (0 def, 26 armour)fearforged voratun plate armour of implacability (0 def, 26 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Fatigue: +23% Changes stats: +5 Con Changes resistances: +14% fire / -20% light / +9% darkness Physical save: +21 (+5 eff.) Spell save: +9 (+2 eff.) Mental save: +8 (+2 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. coruscating voratun shield (0 def, 10 armour, 186% power, 198 block)coruscating voratun shield (0 def, 10 armour, 186% power, 198 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 186% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +198 Damage (Melee): +15 fire When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 30 fire Changes stats: +6 Str Changes resistances: +18% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Arkul's Siege Arrows (14/14, 180% power, 100 apr)Arkul's Siege Arrows (14/14, 180% power, 100 apr) Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +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. |
79 alchemist agate 79 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Oakbait' (dig speed 6 turns) voratun pickaxe 'Oakbait' (dig speed 6 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +3 Str / +5 Mag Changes resistances: +9% lightning / +8% physical Changes resistances penetration: +15% lightning / +25% nature Maximum life: +40.00 Maximum mana: +60.00 Maximum stamina: +20.00 Spell crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)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. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)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. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)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 875.84 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. |
Transmogrification Chest Transmogrification ChestPowered 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. |
Mayilranne the Torchzephyr [power 536] (15 cooldown) Mayilranne the Torchzephyr [power 536] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes damage: +3% fire Physical save: +12 (+3 eff.) Pinning immunity: +20% Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 536 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 51. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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.
Your patron's plan worked. As your body was crushed by the raw forces of the void portal it opened wide. In an instant the connection was made and waves of heat came through.
The mad sun brought forth all its power through the portal, turning the High Peak into a giant searing needle!
A few minutes later the whole world was set ablaze, nothing survived except Faeros elementals.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Glee the Cornac Sun Paladin level 36
53rd Dusk 123rd year of Ascendancy at 06:29 see stats
By Glee the Cornac Sun Paladin level 49
25th Pyre 124th year of Ascendancy at 06:49 see stats
By Glee the Cornac Sun Paladin level 34
10th Flare 123rd year of Ascendancy at 02:02 see stats
By Glee the Cornac Sun Paladin level 35
3rd Dusk 123rd year of Ascendancy at 13:29 see stats
By Glee the Cornac Sun Paladin level 43
5th Regrowth 124th year of Ascendancy at 13:49 see stats
By Glee the Cornac Sun Paladin level 47
39th Regrowth 124th year of Ascendancy at 07:39 see stats
By Glee the Cornac Sun Paladin level 36
3rd Haze 123rd year of Ascendancy at 06:12 see stats
By Glee the Cornac Sun Paladin level 50
70th Pyre 124th year of Ascendancy at 03:39 see stats
By Glee the Cornac Sun Paladin level 11
31st Dusk 122nd year of Ascendancy at 22:52 see stats
By Glee the Cornac Sun Paladin level 50
52nd Pyre 124th year of Ascendancy at 16:57 see stats
By Glee the Cornac Sun Paladin level 45
21st Regrowth 124th year of Ascendancy at 05:38 see stats
By Glee the Cornac Sun Paladin level 37
5th Haze 123rd year of Ascendancy at 12:24 see stats
By Glee the Cornac Sun Paladin level 43
6th Regrowth 124th year of Ascendancy at 13:21 see stats
By Glee the Cornac Sun Paladin level 35
25th Dusk 123rd year of Ascendancy at 08:58 see stats
By Glee the Cornac Sun Paladin level 19
27th Haze 122nd year of Ascendancy at 02:30 see stats
By Glee the Cornac Sun Paladin level 24
1st Pyre 123rd year of Ascendancy at 22:27 see stats
By Glee the Cornac Sun Paladin level 36
52nd Dusk 123rd year of Ascendancy at 20:36 see stats
By Glee the Cornac Sun Paladin level 50
16th Dusk 124th year of Ascendancy at 06:25 see stats
By Glee the Cornac Sun Paladin level 45
20th Regrowth 124th year of Ascendancy at 23:01 see stats
By Glee the Cornac Sun Paladin level 50
76th Pyre 124th year of Ascendancy at 02:45 see stats
By Glee the Cornac Sun Paladin level 23
43rd Haze 122nd year of Ascendancy at 05:15 see stats
By Glee the Cornac Sun Paladin level 50
73rd Pyre 124th year of Ascendancy at 03:13 see stats
By Glee the Cornac Sun Paladin level 10
10th Flare 122nd year of Ascendancy at 02:06 see stats
By Glee the Cornac Sun Paladin level 20
27th Haze 122nd year of Ascendancy at 04:56 see stats
By Glee the Cornac Sun Paladin level 30
1st Summertide 123rd year of Ascendancy at 23:44 see stats
By Glee the Cornac Sun Paladin level 40
26th Haze 123rd year of Ascendancy at 14:22 see stats
By Glee the Cornac Sun Paladin level 50
26th Pyre 124th year of Ascendancy at 13:08 see stats
By Glee the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 16:25 see stats
By Glee the Cornac Sun Paladin level 50
14th Dusk 124th year of Ascendancy at 13:35 see stats
By Glee the Cornac Sun Paladin level 18
22nd Haze 122nd year of Ascendancy at 04:43 see stats
By Glee the Cornac Sun Paladin level 36
52nd Dusk 123rd year of Ascendancy at 20:36 see stats
By Glee the Cornac Sun Paladin level 32
7th Flare 123rd year of Ascendancy at 01:42 see stats
By Glee the Cornac Sun Paladin level 38
5th Haze 123rd year of Ascendancy at 14:32 see stats
By Glee the Cornac Sun Paladin level 50
38th Dusk 124th year of Ascendancy at 09:32 see stats
By Glee the Cornac Sun Paladin level 27
41st Pyre 123rd year of Ascendancy at 00:50 see stats
By Glee the Cornac Sun Paladin level 8
7th Mirth 122nd year of Ascendancy at 01:54 see stats
By Glee the Cornac Sun Paladin level 50
14th Dusk 124th year of Ascendancy at 09:32 see stats
By Glee the Cornac Sun Paladin level 44
19th Regrowth 124th year of Ascendancy at 20:25 see stats
By Glee the Cornac Sun Paladin level 26
31st Pyre 123rd year of Ascendancy at 09:27 see stats
By Glee the Cornac Sun Paladin level 36
52nd Dusk 123rd year of Ascendancy at 20:36 see stats
By Glee the Cornac Sun Paladin level 23
66th Haze 122nd year of Ascendancy at 17:43 see stats
By Glee the Cornac Sun Paladin level 45
27th Regrowth 124th year of Ascendancy at 03:48 see stats
By Glee the Cornac Sun Paladin level 50
38th Dusk 124th year of Ascendancy at 09:34 see stats
By Glee the Cornac Sun Paladin level 26
30th Pyre 123rd year of Ascendancy at 17:14 see stats
By Glee the Cornac Sun Paladin level 24
76th Regrowth 123rd year of Ascendancy at 15:24 see stats
By Glee the Cornac Sun Paladin level 17
2nd Haze 122nd year of Ascendancy at 16:03 see stats
By Glee the Cornac Sun Paladin level 33
8th Flare 123rd year of Ascendancy at 07:44 see stats
By Glee the Cornac Sun Paladin level 43
6th Regrowth 124th year of Ascendancy at 21:50 see stats
By Glee the Cornac Sun Paladin level 43
5th Regrowth 124th year of Ascendancy at 14:00 see stats
Log
Melee retaliation hits Argoniel for (2 absorbed), 0 light, (1 absorbed), 0 darkness, (2 absorbed), 0 light, (1 absorbed), 0 light, (1 absorbed), 0 darkness, (44 absorbed), 0 light, (22 absorbed), 0 light, (11 absorbed), 0 darkness, (10 absorbed), 0 light, (5 absorbed), 0 darkness, (10 absorbed), 0 light, (5 absorbed), 0 light, (2 absorbed), 0 darkness, (6 absorbed), 0 light, (3 absorbed), 0 darkness, (6 absorbed), 0 light, (3 absorbed), 0 light, (2 absorbed), 0 darkness, (0 absorbed), 0 light, (0 absorbed), 0 darkness, (0 absorbed), 0 light, (0 absorbed), 0 light, (0 absorbed), 0 darkness, (24 absorbed), 0 light, (11 absorbed), 0 darkness, (24 absorbed), 0 light, (12 absorbed), 0 light, (6 absorbed), 0 darkness, (2 absorbed), 0 light, (1 absorbed), 0 darkness, (2 absorbed), 0 light, (1 absorbed), 0 light, (1 absorbed), 0 darkness, (44 absorbed), 0 light, (22 absorbed), 0 light, (11 absorbed), 0 darkness, (10 absorbed), 0 light, (5 absorbed), 0 darkness, (10 absorbed), 0 light, (5 absorbed), 0 light, (2 absorbed), 0 darkness, (6 absorbed), 0 light, (3 absorbed), 0 darkness, (1 absorbed), 5 light, 3 light, 2 darkness, 0 light, 0 darkness, 0 light, 0 light, 0 darkness, 24 light, 11 darkness, 24 light, 12 light, 6 darkness (88 total damage).
Argoniel is free from the illness.
Glee damages herself through Martyrdom!
Glee HEALS from light damage!
Acid Splash from Argoniel hits Glee for (13 blocked), 0 acid (0 total damage).
Epidemic from Argoniel hits Glee for (22 blocked), 0 blight (0 total damage).
Argoniel hits Glee for (2 blocked), 0 light, 2 healing, (1 blocked), 0 light, 1 healing, (1 blocked), 0 darkness (0 total damage) [3 healing].
Searing Sight hits Argoniel for 51 light, 26 light, 12 darkness (89 total damage).
Glee uses Assault.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Glee performs a melee critical strike against Argoniel!
Glee performs a melee critical strike against Argoniel!
Glee damages herself through Martyrdom!
Glee HEALS from light damage!
Argoniel hits Glee for (4 blocked), 0 light, 4 healing, (2 blocked), 0 light, 2 healing, (1 blocked), 0 darkness, (1 blocked), 0 light, (0 blocked), 0 darkness, (1 blocked), 0 light, (0 blocked), 0 light, (0 blocked), 0 darkness, (1 blocked), 0 light, (0 blocked), 0 darkness, (1 blocked), 0 light, (0 blocked), 0 light, (0 blocked), 0 darkness, (1 blocked), 0 light, 1 healing, (1 blocked), 0 darkness, (1 blocked), 0 light, 1 healing, (1 blocked), 0 light, (0 blocked), 0 darkness, (5 blocked), 0 light, 5 healing (0 total damage) [13 healing].
Shield of Light hits Argoniel for 133 light damage.
Glee hits Argoniel for 100 light, 50 light, 24 darkness, 18 light, 9 darkness, 18 light, 9 light, 4 darkness, 17 light, 8 darkness, 17 light, 8 light, 4 darkness, 27 light, 13 darkness, 27 light, 13 light, 6 darkness (372 total damage).
Glee killed Argoniel!
Acid Splash from Argoniel hits Glee for (11 blocked), 0 acid (0 total damage).
Epidemic from Argoniel hits Glee for (21 blocked), 0 blight (0 total damage).
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: This is how the world ends: swallowed in fire, but not in darkness.!
Saving game...
Saving done.