









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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:
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: Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Nightmare Adventure |
Sex | Male |
Race | Shalore |
Class | Corruptor |
Level / Exp | 50 / 1057% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 15 on the 47th Dusk 122nd year of Ascendancy at 01:33 7 / 3Killed by Mr Van Holme at level 26 on the 2nd Regrowth 123rd year of Ascendancy at 12:23 Killed by orc high pyromancer at level 40 on the 68th Regrowth 123rd year of Ascendancy at 04:28 |
Primary Stats
Strength | 40 (base 31) |
Dexterity | 56 (base 29) |
Constitution | 65 (base 60) |
Magic | 104 (base 62) |
Willpower | 58 (base 36) |
Cunning | 81 (base 60) |
Resources
Life | 3964/3964 |
Positive | 177/177 |
Vim | 39/154 |
Healing Factor | 1.3541355335886 |
Regeneration | 17.942295820049 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +122.74110863059% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Barehand
Damage | 54 |
Accuracy | 49 |
Crit Chance | 44% |
APR | 42 |
Speed | 1.20 |
Offense: Spell
Spellpower | 75 |
Crit Chance | 62% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Blight | +17% |
Arcane | +49% |
Physical | +12% |
All | +7% |
Offense: Damage Penetration
Physical | +40% |
Lightning | +55% |
Nature | +35% |
Acid | +40% |
Blight | +55% |
Arcane | +35% |
Fire | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 1 |
Physical Save | 43 |
Spell Save | 40 |
Mental Save | 77 |
Defense: Resistances
Acid | + 38%( 80%) |
Blight | + 34%( 70%) |
Arcane | + 22%( 70%) |
All | + 22%( 70%) |
Lightning | + 41%( 70%) |
Light | + 37%( 70%) |
Physical | + 30%( 75%) |
Darkness | + 66%( 70%) |
Fire | + 70%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Poison Resistance | 28% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 59 up to 7 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 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. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 620 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Corruption / Bone | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Curses | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Overkill |
talent | Bone Shield |
talent | Elemental Discord |
talent | Blood Fury |
talent | Blood Vengeance |
talent | Flame of Urh'Rok |
talent | Dark Ritual |
talent | Secrets of the Eternals |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Mr Van Holme. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Mr Van Holme. Escort: lost sun paladin (level 1 of Daikara) | 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 gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by Mr Van Holme. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 4771. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed giant spider spinneret. * You've found the needed faerlhing fang. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * 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 to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -9% Changes stats: +10 Dex / +10 Mag / +4 Cun / +15 Lck Changes resistances: +6% lightning Changes resistances penetration: +30% lightning / +10% arcane / +10% nature Changes damage: +10% acid / +15% arcane / +10% blight Stealth bonus: +15 Maximum encumbrance: +50 Physical save: +14 (+5 eff.) Disease immunity: +48% Spellpower: +10 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% 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. A pair of boots made of leather. This object's appearance was changed to Wanderer's Rest (Nightmares). |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +17 Defense: +13 (+3 eff.) Changes stats: +10 Wil Changes resistances: +15% blight / +15% nature / +18% lightning Mental save: +41 (+8 eff.) Poison immunity: +28% Disease immunity: +30% Stun/Freeze immunity: +70% Life regen: +8.00 Only die when reaching: -40.00 life It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 174% 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! |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +28 (+7 eff.) Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +5 Dex / +4 Mag / +4 Wil / +5 Cun Changes resistances: +19% light / +24% fire Changes resistances penetration: +30% blight / +15% fire Changes damage: +27% arcane Stealth bonus: +15 Physical save: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 60% Str, 30% Cun, 30% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. This object's appearance was changed to Wyrmbreath. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 408.74 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 629.44 physical damage (based on Magic) in a radius of 3 Activation costs 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 30% Damage when hit (Melee): 4 darkness Changes stats: +10 Con / +6 Wil Changes resistances: +15% physical / +6% temporal Changes resistances penetration: +15% fire Changes damage: +10% physical / +15% temporal Mental save: +14 (+3 eff.) Confusion immunity: +25% Stamina each turn: +1.20 Mindpower: +15 (+4 eff.) Combat speed: +10% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Amulets make your neck look great! This item has been sent to the Item's Vault. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +37 (+9 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 30% Damage when hit (Melee): 2 light Changes stats: +10 Str / +10 Dex / +9 Wil Changes resistances: +30% light / +30% darkness Changes resistances cap: +6% all Changes resistances penetration: +5% physical Changes damage: +3% light Talent masteries: +0.37 Corruption / Sanguisuge +0.37 Corruption / Torment Critical mult.: +10.00% Physical save: +25 (+8 eff.) Blindness immunity: +50% Only die when reaching: -40.00 life Maximum stamina: +35.50 Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Fatigue: -7% Changes stats: +10 Str / +19 Dex / +16 Mag / +8 Wil / +10 Cun / +14 Con Changes resistances: +6% lightning / +12% fire / +6% arcane Changes damage: +3% physical Life regen: +5.00 Stamina each turn: +1.50 Mana each turn: +0.67 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Movement speed: +10% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 (+4 eff.) Defense: +30 (+7 eff.) Fatigue: -10% Changes stats: +3 Wil Changes damage: +6% arcane Maximum encumbrance: +40 Blindness immunity: +50% Stun/Freeze immunity: +46% Life regen: +9.00 Maximum mana: +40.00 Maximum stamina: +20.00 Spellpower: +15 (+4 eff.) Mindpower: +15 (+4 eff.) Infravision radius: +6 See stealth: +23 See invisible: +25 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +18 (+5 eff.) Armour: +8 Changes stats: +10 Dex / +10 Mag / +10 Cun Changes resistances: +40% light / +12% fire Changes damage: +6% temporal / +20% light / +8% all Spell save: +26 (+9 eff.) Stun/Freeze immunity: +24% Knockback immunity: +20% Spellpower: +20 (+5 eff.) Mindpower: +20 (+5 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +1.0% Changes stats: +3 Dex / +12 Mag / +8 Wil / +6 Con Changes damage: +21% physical Physical save: +6 (+2 eff.) Spell save: +20 (+7 eff.) Mental save: +14 (+3 eff.) Blindness immunity: +46% Confusion immunity: +46% Maximum stamina: +40.00 Spellpower: +15 (+4 eff.) Infravision radius: +6 See stealth: +24 See invisible: +25 Rings make your fingers look great! |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +2 Str / +2 Dex / +16 Mag / +22 Wil Changes resistances: +38% fire Changes damage: +15% mind / +19% fire Physical save: +17 (+6 eff.) Spell save: +18 (+6 eff.) Mental save: +12 (+3 eff.) Spellpower: +28 (+7 eff.) Infravision radius: +3 Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +15 Defense: +13 (+3 eff.) Effects on melee hit: * 24% chance to slow global speed by 65% * 24% chance to reduce damage dealt by 30% Changes stats: +8 Cun / +8 Wil Changes resistances: +3% darkness Changes resistances penetration: +15% arcane / +10% nature Changes damage: +15% nature Mental save: +15 (+3 eff.) Disarm immunity: +50% Confusion immunity: +47% Pinning immunity: +50% Knockback immunity: +47% Maximum life: +43.00 Mindpower: +15 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 174% 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! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +10 Wil Changes resistances: +15% blight / +13% nature / +3% light / +9% lightning Spell save: +6 (+2 eff.) Mental save: +20 (+4 eff.) Poison immunity: +50% Disease immunity: +40% Pinning immunity: +20% Stun/Freeze immunity: +47% Life regen: +29.00 Maximum life: +100.00 Healing mod.: +20% Rings make your fingers look great! |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Damage (Melee): 40 light Damage (Ranged): 40 light Changes stats: +10 Mag / +8 Wil / +7 Cun Changes resistances: +15% blight / +55% nature / +6% light Changes resistances penetration: +20% lightning / +10% light / +30% mind Changes damage: +20% nature / +19% light Poison immunity: +28% Disease immunity: +30% Mindpower: +15 (+4 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +36 (+12 eff.) Armour penetration: +14 Defense: +16 (+4 eff.) Damage when hit (Melee): 6 blight Changes stats: +12 Dex / +4 Mag / +3 Cun / +4 Con Changes resistances: +15% blight / +14% nature / +20% mind Changes damage: +20% mind / +9% light Poison immunity: +29% Disease immunity: +22% Light radius: +1 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 174% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+5 eff.) Defense: +20 (+5 eff.) Effects on melee hit: * 24% chance to reduce armor by 43% Damage when hit (Melee): 2 arcane Changes stats: +10 Dex / +8 Mag / +8 Wil / +20 Cun Changes resistances: +12% acid / +12% cold / +6% arcane Changes resistances penetration: +20% arcane Changes damage: +3% acid Blindness immunity: +50% Spellpower: +13 (+3 eff.) Infravision radius: +6 See stealth: +23 See invisible: +25 Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +5 Mag / +10 Wil / +8 Cun Changes resistances: +40% darkness / +6% cold Changes resistances penetration: +20% blight / +10% cold / +10% lightning Changes damage: +6% blight / +12% cold / +20% darkness Mental save: +20 (+4 eff.) Blindness immunity: +50% Spellpower: +12 (+3 eff.) Infravision radius: +6 See stealth: +24 See invisible: +17 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Damage when hit (Melee): 6 nature Changes stats: +9 Cun / +6 Con Changes resistances: +9% nature / +6% arcane Changes resistances penetration: +25% nature Spell save: +20 (+7 eff.) Mental save: +13 (+3 eff.) Confusion immunity: +50% Life regen: +12.00 Maximum life: +100.00 Maximum stamina: +40.00 Healing mod.: +20% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +18 Defense: +17 (+4 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Wil / +3 Cun / +10 Con Changes resistances: +6% fire / +38% nature / +4% physical Changes damage: +19% nature Critical mult.: +15.00% Physical save: +20 (+7 eff.) Life regen: +20.00 Hate when firing a critical mind attack: +1.00 Maximum life: +78.00 Healing mod.: +20% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 174% 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! |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+10 eff.) Physical power: +15 (+4 eff.) Defense: +15 (+3 eff.) Changes stats: +10 Str / +10 Dex / +4 Wil / +9 Cun / +10 Con Changes resistances: +9% acid Changes resistances penetration: +10% arcane Changes damage: +6% arcane Physical save: +18 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: +18 (+4 eff.) Light radius: +1 See invisible: +6 Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +9 Dex / +4 Wil / +16 Cun / +13 Con Critical mult.: +20.00% Physical save: +36 (+12 eff.) Spell save: +38 (+13 eff.) Mental save: +18 (+4 eff.) Maximum stamina: +40.00 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+10 eff.) Armour penetration: +13 Defense: +22 (+5 eff.) Changes stats: +3 Str / +10 Dex / +10 Cun Changes resistances: +40% nature / +40% cold Changes resistances penetration: +10% temporal Changes damage: +20% nature / +20% cold Critical mult.: +23.66% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 174% 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! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+5 eff.) Fatigue: -10% Changes stats: +10 Dex / +5 Wil / +10 Cun Changes resistances: +20% physical Changes resistances penetration: +25% blight Changes damage: +20% physical Maximum encumbrance: +35 Life regen: +18.00 Mana when firing critical spell: +2.37 Vim when firing critical spell: +2.00 Maximum life: +95.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +1% Healing mod.: +19% Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +30 (+7 eff.) Changes stats: +10 Dex / +8 Wil / +26 Cun Changes resistances: +26% mind / +3% blight Changes resistances penetration: +20% mind Changes damage: +20% mind Equilibrium when hit: +0.12 Psi when hit: +0.20 Maximum life: +40.00 Mindpower: +15 (+4 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+8 eff.) Physical power: +25 (+7 eff.) Defense: +35 (+8 eff.) Changes stats: +14 Str / +10 Cun / +12 Con Changes resistances: +40% lightning Changes damage: +20% lightning / +9% physical Stamina each turn: +3.55 Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 151% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +10% Defense: +25 (+6 eff.) Changes stats: +6 Mag / +9 Wil Changes resistances penetration: +15% light Changes damage: +41% physical / +3% arcane / +9% mind Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +11 (+4 eff.) Maximum mana: +99.00 Maximum hate: +2.00 Spellpower: +40 (+9 eff.) Spell crit. chance: +5% Mental crit. chance: +3% Damage Shield penetration: +25% Damage Shield Power: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +11% Changes stats: +2 Wil Changes damage: +30% light / +6% fire Talent granted: +1 Command Staff Physical save: +12 (+4 eff.) Mana each turn: +1.23 Vim when firing critical spell: +8.37 Maximum mana: +79.00 Maximum vim: +30.00 Spellpower: +53 (+12 eff.) Spell crit. chance: +15% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Armour: +11 Defense: +12 (+3 eff.) Damage (Melee): 44 arcane Changes resistances: +3% nature / +2% physical Maximum wards: +3 fire Changes damage: +21% temporal / +30% fire Talents granted: +5 Ward +1 Command Staff Spell save: +3 (+1 eff.) Mana each turn: +0.40 Only die when reaching: -20.00 life Maximum mana: +220.00 Spellpower: +43 (+10 eff.) Spell crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduces paradox anomalies(equivalent to willpower): +15 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +10.0% Physical power: +15 (+4 eff.) Effects on melee hit: * 10% chance to reduce armor by 43% Damage when hit (Melee): 6 temporal Changes stats: +7 Con Changes resistances: +12% acid / +6% cold Changes resistances penetration: +15% acid / +5% temporal Changes damage: +30% lightning / +6% temporal Talent granted: +1 Command Staff Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+3 eff.) Life regen: +2.00 Mana each turn: +0.33 Maximum mana: +100.00 Spellpower: +35 (+8 eff.) Spell crit. chance: +17% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +10.0% Physical power: +15 (+4 eff.) Damage when hit (Melee): 6 nature Changes resistances penetration: +15% mind Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +19.00% Mental save: +9 (+2 eff.) Mana each turn: +0.38 Maximum mana: +100.00 Maximum psi: +40.00 Spellpower: +44 (+10 eff.) Spell crit. chance: +21% Mindpower: +30 (+7 eff.) Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Mag / +12 Wil Maximum wards: +2 light Changes resistances penetration: +10% nature / +15% light Changes damage: +15% temporal / +30% light / +24% cold Talents granted: +5 Ward +1 Command Staff Maximum mana: +215.00 Spellpower: +34 (+8 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +40 (+10 eff.) Damage (Melee): 29 fire Changes resistances: +9% mind / +6% lightning Changes resistances penetration: +5% darkness Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +36.00% Physical save: +9 (+3 eff.) Cut immunity: +20% Disarm immunity: +10% Mana each turn: +0.40 Vim when firing critical spell: +6.00 Maximum mana: +100.00 Maximum vim: +40.00 Spellpower: +39 (+9 eff.) Spell crit. chance: +15% See invisible: +20 Damage Shield penetration: +26% Damage Shield Power: +17% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +10.0% Physical power: +15 (+4 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 2 fire Changes resistances penetration: +10% lightning / +5% fire / +15% cold Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.40 Maximum mana: +82.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +24% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +6 Mag / +6 Wil / +7 Con Changes resistances penetration: +10% acid Changes damage: +42% fire Talent granted: +1 Command Staff Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +228.32 Spellpower: +50 (+11 eff.) Spell crit. chance: +5% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +35 (+8 eff.) Changes stats: +4 Dex / +1 Cun / +6 Con Changes resistances: +6% acid Changes resistances penetration: +10% lightning Changes damage: +21% acid / +30% physical Talent granted: +1 Command Staff Life regen: +1.90 Spellpower: +32 (+7 eff.) Spell crit. chance: +5% Light radius: +7 See invisible: +6 Healing mod.: +30% Damage Shield penetration: +17% Damage Shield Power: +18% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 161.53 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+8 eff.) Armour: +12 Defense: +12 (+3 eff.) Damage (Melee): 33 fire Changes stats: +1 Cun / +2 Con Maximum wards: +3 blight Changes resistances penetration: +5% nature Changes damage: +30% blight / +6% physical / +9% nature Talents granted: +5 Ward +1 Command Staff Critical mult.: +39.00% Reduces incoming crit damage: 10.00% Mana each turn: +0.40 Maximum mana: +88.00 Spellpower: +25 (+6 eff.) Spell crit. chance: +17% See invisible: +24 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Changes stats: +3 Cun / +3 Mag Changes resistances: +45% nature / +15% all Changes resistances penetration: +38% physical / +35% darkness / +10% nature Changes damage: +60% physical / +56% darkness / +30% nature Critical mult.: +10.00% Physical save: +27 (+9 eff.) Equilibrium when hit: +0.12 Maximum hate: +30.00 Mindpower: +43 (+11 eff.) Mental crit. chance: +10% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. This item has been sent to the Item's Vault. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +13 Str / +3 Dex / +13 Mag / +8 Wil / +7 Cun Changes resistances: +60% lightning / +15% cold / +6% arcane / +15% all Changes resistances penetration: +20% darkness / +19% physical Changes damage: +60% lightning / +46% physical / +23% darkness / +24% cold Critical mult.: +20.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum hate: +11.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Damage when hit (Melee): 6 fire Changes stats: +16 Str / +15 Mag / +19 Wil Changes resistances: +30% lightning / +74% cold / +6% fire / +15% all Changes damage: +60% lightning / +50% physical / +90% cold Critical mult.: +15.00% Physical save: +30 (+10 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 6 mind / 6 physical Changes resistances: +20% acid / +22% physical / +39% light / +3% blight / +20% cold / +19% fire / +15% all Changes resistances penetration: +19% darkness / +20% physical Changes damage: +15% acid / +55% physical / +30% darkness / +26% light / +19% cold / +6% mind / +22% fire Talent cooldown: Refit Golem (-6 turns) Physical save: +12 (+4 eff.) Mana each turn: +0.40 Maximum mana: +99.00 Maximum hate: +11.00 Spellpower: +30 (+7 eff.) Spell crit. chance: +13% Mindpower: +10 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Damage when hit (Melee): 8 blight Changes stats: +6 Str / +4 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +20% blight / +20% nature / +12% lightning Physical save: +30 (+10 eff.) Life regen: +11.00 Mana when firing critical spell: +2.37 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +109.00 Spell crit. chance: +3% Mental crit. chance: +8% Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +13 Str / +6 Dex / +4 Mag / +9 Wil / +7 Cun / +5 Con Changes resistances: +25% darkness Changes resistances penetration: +20% darkness / +5% mind Changes damage: +15% darkness Talent mastery: +0.40 Technique / Combat training Stealth bonus: +25 Spell save: +15 (+5 eff.) Mental save: +6 (+1 eff.) Stamina each turn: +1.50 Mental crit. chance: +8% Light radius: +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +14 (+3 eff.) Effects on melee hit: * 24% chance to reduce all saves and defense by 37 * 24% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Dex Changes resistances: +10% acid / +30% temporal / +54% darkness / +10% fire / +9% lightning / +9% cold Changes resistances penetration: +19% darkness Changes damage: +25% darkness / +6% physical Stealth bonus: +19 Physical save: +23 (+8 eff.) Defense after a teleport: +48 Resist all after a teleport: +33% New effects duration reduction after a teleport: +47% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Effects on melee hit: * 24% chance to reduce damage dealt by 30% Damage when hit (Melee): 2 darkness Changes stats: +4 Dex / +6 Wil / +10 Cun Changes resistances: +3% temporal / +25% fire / +9% darkness / +25% light Changes resistances penetration: +10% darkness Changes damage: +9% darkness / +9% temporal Stealth bonus: +13 Physical save: +15 (+5 eff.) Mental save: +15 (+3 eff.) Only die when reaching: -50.00 life Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +15 Physical power: +5 (+1 eff.) Armour: +6 Defense: +33 (+8 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +18% blight / +1% physical Changes damage: +6% blight Critical mult.: +30.00% Stealth bonus: +15 Physical save: +30 (+10 eff.) Maximum life: +162.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +16 Damage when hit (Melee): 6 physical Changes stats: +7 Wil Changes resistances: +30% light / +3% physical Changes resistances penetration: +25% lightning / +10% acid / +15% all Changes damage: +30% darkness / +15% mind Damage affinity(heal): +10% darkness Light radius: +7 Infravision radius: +10 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 5.5 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 247.27 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +8 Con Changes resistances: +21% blight / +6% temporal / +9% mind Changes damage: +6% nature Physical save: +20 (+7 eff.) Spell save: +20 (+7 eff.) Mental save: +33 (+7 eff.) Life regen: +13.00 Maximum life: +180.00 Light radius: +5 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +8 Mag Changes resistances: +9% lightning / +9% cold / +9% fire / +10% temporal Changes resistances penetration: +15% lightning / +5% fire Changes damage: +6% lightning / +9% fire Spellpower: +17 (+4 eff.) Light radius: +17 Defense after a teleport: +18 Resist all after a teleport: +19% New effects duration reduction after a teleport: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Armour: +12 Changes stats: +5 Con / +7 Wil Changes resistances: +9% darkness Changes resistances penetration: +12% all Critical mult.: +19.00% Reduces incoming crit damage: 5.00% Pinning immunity: +24% Maximum life: +80.00 Light radius: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 37 Changes stats: +7 Wil / +6 Con Changes resistances: +14% blight / +12% lightning Changes resistances penetration: +15% all Changes damage: +9% mind Critical mult.: +20.00% Confusion immunity: +20% Stun/Freeze immunity: +10% Life regen: +16.00 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +2% Light radius: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 340/400. 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Mr Van Holme the Shalore Corruptor level 33
39th Regrowth 123rd year of Ascendancy at 21:14 see stats
By Mr Van Holme the Shalore Corruptor level 40
69th Regrowth 123rd year of Ascendancy at 01:18 see stats
By Mr Van Holme the Shalore Corruptor level 32
38th Regrowth 123rd year of Ascendancy at 04:01 see stats
By Mr Van Holme the Shalore Corruptor level 26
10th Regrowth 123rd year of Ascendancy at 15:55 see stats
By Mr Van Holme the Shalore Corruptor level 42
1st Pyre 123rd year of Ascendancy at 20:50 see stats
By Mr Van Holme the Shalore Corruptor level 36
62nd Regrowth 123rd year of Ascendancy at 04:54 see stats
By Mr Van Holme the Shalore Corruptor level 45
10th Mirth 123rd year of Ascendancy at 02:36 see stats
By Mr Van Holme the Shalore Corruptor level 36
57th Regrowth 123rd year of Ascendancy at 19:55 see stats
By Mr Van Holme the Shalore Corruptor level 26
10th Regrowth 123rd year of Ascendancy at 04:10 see stats
By Mr Van Holme the Shalore Corruptor level 44
7th Mirth 123rd year of Ascendancy at 09:29 see stats
By Mr Van Holme the Shalore Corruptor level 35
54th Regrowth 123rd year of Ascendancy at 09:58 see stats
By Mr Van Holme the Shalore Corruptor level 38
62nd Regrowth 123rd year of Ascendancy at 07:35 see stats
By Mr Van Holme the Shalore Corruptor level 50
22nd Dusk 123rd year of Ascendancy at 18:08 see stats
By Mr Van Holme the Shalore Corruptor level 18
74th Dusk 122nd year of Ascendancy at 14:43 see stats
By Mr Van Holme the Shalore Corruptor level 42
30th Pyre 123rd year of Ascendancy at 09:54 see stats
By Mr Van Holme the Shalore Corruptor level 50
20th Dusk 123rd year of Ascendancy at 17:01 see stats
By Mr Van Holme the Shalore Corruptor level 50
20th Dusk 123rd year of Ascendancy at 17:01 see stats
By Mr Van Holme the Shalore Corruptor level 26
3rd Regrowth 123rd year of Ascendancy at 11:10 see stats
By Mr Van Holme the Shalore Corruptor level 38
62nd Regrowth 123rd year of Ascendancy at 07:11 see stats
By Mr Van Holme the Shalore Corruptor level 10
2nd Summertide 122nd year of Ascendancy at 00:39 see stats
By Mr Van Holme the Shalore Corruptor level 20
18th Haze 122nd year of Ascendancy at 20:08 see stats
By Mr Van Holme the Shalore Corruptor level 30
33rd Regrowth 123rd year of Ascendancy at 16:18 see stats
By Mr Van Holme the Shalore Corruptor level 40
66th Regrowth 123rd year of Ascendancy at 23:57 see stats
By Mr Van Holme the Shalore Corruptor level 50
19th Dusk 123rd year of Ascendancy at 14:41 see stats
By Mr Van Holme the Shalore Corruptor level 50
19th Dusk 123rd year of Ascendancy at 15:50 see stats
By Mr Van Holme the Shalore Corruptor level 47
4th Dusk 123rd year of Ascendancy at 03:36 see stats
By Mr Van Holme the Shalore Corruptor level 45
3rd Flare 123rd year of Ascendancy at 14:02 see stats
By Mr Van Holme the Shalore Corruptor level 20
30th Haze 122nd year of Ascendancy at 12:37 see stats
By Mr Van Holme the Shalore Corruptor level 26
2nd Regrowth 123rd year of Ascendancy at 12:23 see stats
By Mr Van Holme the Shalore Corruptor level 13
26th Dusk 122nd year of Ascendancy at 14:59 see stats
By Mr Van Holme the Shalore Corruptor level 35
54th Regrowth 123rd year of Ascendancy at 15:03 see stats
By Mr Van Holme the Shalore Corruptor level 50
22nd Dusk 123rd year of Ascendancy at 18:08 see stats
By Mr Van Holme the Shalore Corruptor level 8
9th Mirth 122nd year of Ascendancy at 11:06 see stats
By Mr Van Holme the Shalore Corruptor level 50
22nd Dusk 123rd year of Ascendancy at 18:08 see stats
By Mr Van Holme the Shalore Corruptor level 36
62nd Regrowth 123rd year of Ascendancy at 00:55 see stats
By Mr Van Holme the Shalore Corruptor level 16
52nd Dusk 122nd year of Ascendancy at 02:12 see stats
By Mr Van Holme the Shalore Corruptor level 42
19th Pyre 123rd year of Ascendancy at 03:07 see stats
By Mr Van Holme the Shalore Corruptor level 25
9th Decay 122nd year of Ascendancy at 12:12 see stats
By Mr Van Holme the Shalore Corruptor level 16
51st Dusk 122nd year of Ascendancy at 17:48 see stats
By Mr Van Holme the Shalore Corruptor level 31
37th Regrowth 123rd year of Ascendancy at 16:54 see stats
Log
There is an item here: dwarven lantern 'Shockhue'
There is an item here: dwarven lantern 'Satyrhunt'
There is an item here: dwarven lantern 'Rimenail'
There is an item here: dwarven lantern 'Radiancequencher'
There is an item here: dwarven lantern 'Murksun'
There is an item here: dwarven lantern 'Kindleravage'
There is an item here: dwarven lantern 'Growthidol'
There is an item here: dwarven lantern 'Forestobsidian'
There is an item here: dwarven lantern 'Daireroharafang'
There is an item here: dwarven lantern 'Bethata'
There is an item here: Yarogorn the Dourtouch
There is an item here: Xibeth the Shimmerqueen
There is an item here: Woewolf the dwarven lantern
There is an item here: Umbrabreeze the dwarven lantern
There is an item here: Turirath the Umbrashine
There is an item here: Spiderwoe the dwarven lantern
There is an item here: Snowstinger
There is an item here: Raguldir the Nimbusrupture
There is an item here: Poryda
There is an item here: Morningnight the dwarven lantern
There is an item here: Kindlethorn the dwarven lantern
There is an item here: Hettydas the Pyrewill
There is an item here: Fogtorrent
There is an item here: Chalidan
There is an item here: Chalethel
There is an item here: Bokodelar the dwarven lantern
There is an item here: Balancehunger the dwarven lantern
There is an item here: Arcnigh the dwarven lantern
There is an item here: Alidor the Rothunt