









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Timed Rest 1.7.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Menu Keys 1.7.0Adds shortcut keys to some of the actions on the game menu accessible via the <Esc> key. Configurable via game option "[ZOmnibus] | Show menu keys". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Skeleton |
Class | Archer |
Level / Exp | 50 / 1291% |
Size | medium |
Lifes / Deaths | Killed by Lisyssra the skeleton warrior at level 31 on the 34th Dusk 123rd year of Ascendancy at 08:13 4 / 3Killed by Poryratta the orc high pyromancer at level 43 on the 15th Pyre 124th year of Ascendancy at 09:46 Killed by Islenne the Invoker at level 44 on the 19th Pyre 124th year of Ascendancy at 04:45 |
Primary Stats
Strength | 113 (base 60) |
Dexterity | 137 (base 60) |
Constitution | 56 (base 38) |
Magic | 96 (base 60) |
Willpower | 31 (base 15) |
Cunning | 35 (base 17) |
Resources
Life | 1542/1542 |
Stamina | 232/232 |
Healing Factor | 1.5100460901467 |
Regeneration | 24.991262791927 |
Speed
Mental | -9.999999999999% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 28.508560162218 |
See Invisible | 43.508560162218 |
Offense: Mainhand
Damage | 318 |
Accuracy | 94 |
Crit Chance | 87% |
APR | 49 |
Speed | 1.11 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Physical | +58% |
Lightning | +54% |
Cold | +35% |
Darkness | +18% |
Blight | +13% |
Arcane | +28% |
Mind | +25% |
All | +7% |
Offense: Damage Penetration
Physical | +69% |
Acid | +35% |
Nature | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 14 (75.424926284044%) |
Defense | 97 |
Ranged Defense | 97 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 33 |
Mental Save | 26 |
Defense: Resistances
Blight | + 41%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 49%( 70%) |
All | + 32%( 70%) |
Lightning | + 67%( 70%) |
Light | + 70%( 70%) |
Physical | + 40%( 70%) |
Fire | + 36%( 70%) |
Darkness | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 38% |
Bleed Resistance | 100% |
Confusion Resistance | 39% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 95% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 34 up to 8 times. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 232 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 19 up to 10 times. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Sniper | 1.60 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Archery training | 1.60 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Archery prowess | 1.60 |
| 4/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.60 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Marksmanship | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.60 |
| 3/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Apply Poison |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Precise Strikes |
talent | Numbing Poison |
talent | Crippling Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity 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 Magic by +5. | done |
You failed to protect the lost sun paladin from death by Betamida the lesser vampire. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by Lisyssra the skeleton warrior. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * 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: 1987. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You 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 |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +3.0% Physical Power +6 (+1 eff.) Ignore resists +15% physical defense ------ Armor +5 Silence Resist +38% Confus Resist +39% Stun Resist +40% A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Random Unique] Master/Psionic Weapon Damage 183% Range: 1.0x-1.4x Uses 50% Str, 50% Mag, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +20.0% Capacity 18 Auto Reload 6 On-ranged-hit +4 lightning +23 mind +12 cold On-Hit, radius 1 +8 lightning +12 cold On-crit, radius 2 +12 fire +8 cold On Hit: * 36% chance to reduce all saves and defense by 24 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 367 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +8 Str +5 Dex +2 Cun offense ------ Mind Crit +7% Mindpower +8 (+3 eff.) Damage +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Mind save +8 (+4 eff.) other ------- Light +7 See Invisibility +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mind Crit +3% Mindpower +11 (+4 eff.) Damage +15% lightning +13% physical +11% darkness defense ------ Defense +2 (+1 eff.) Resistance +22% lightning +7% physical +6% darkness +6% fire +5% arcane +15% cold other ------- Max hate +7.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Damage +12% mind Ignore resists +5% nature +20% physical Ignore Armor +3 When Hit 2 mind defense ------ Resistance +5% physical Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +3 Dex +6 Con offense ------ Damage +21% arcane When Hit 6 arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +12% darkness Crit Resistance 15.00% Life Regen +7.00 Stun Resist +50% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: offense ------ Damage +7% physical Ignore resists +9% physical defense ------ Anomaly Control +15 Life +67.00 other ------- Max mana +49.00 Max stamina +34.00 Max hate +13.00 Max psi +27.00 Max vim +31.00 Max positive +20.00 Max negative +31.00 A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T5 longbow 2H weapon [Unique] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+8 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+6 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 136 to 272 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego+] Master/Psionic While equipped: offense ------ Physical Crit +10.0% Spell Crit +15% Mind Crit +8% Critical power +8.00% defense ------ Armor +3 Life Regen +3.00 other ------- Stamina/turn +1.00 Max stamina +28.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Ego++] Nature While equipped: Stats +6 Str +5 Mag +6 Wil offense ------ Damage +7% lightning +19% physical +28% cold defense ------ Resistance +13% blight +10% cold +10% lightning +15% all Life +85.00 Life Regen +3.30 Healmod +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Ego++] Master While equipped: Stats +5 Str +4 Con offense ------ Critical power +23.00% Accuracy +11 (+3 eff.) Ignore Armor +13 defense ------ Defense +3 (+1 eff.) Physical save +8 (+3 eff.) Stealth +5 Life +67.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex offense ------ Critical power +10.00% Physical Power +15 (+3 eff.) Damage +6% blight +12% physical Ignore resists +10% acid defense ------ Armor +6 Fatigue -10% Resistance +60% light +56% darkness Life Regen +3.00 Blind Resist +95% other ------- Max vim +30.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 580 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 364.23 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 28 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (161). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ Critical power +10.00% Spellpower +6 (+2 eff.) Damage +5% blight +5% fire defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Con defense ------ Physical save +20 (+7 eff.) Life +71.00 Life Regen +9.00 other ------- Masteries +0.36 Technique/Archery training +0.36 Technique/Reflexes Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+15 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +9 Wil defense ------ Mind save +18 (+9 eff.) Life +63.00 Life Regen +18.00 Healmod +18% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +7 Mag offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Damage +15% acid Ignore resists +15% acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Life +44.00 Disarm Resist +44% Pinning Resist +44% Knockbk Resist +44% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego] Master Weapon Damage 195% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% Massive two-handed mauls. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +29 fire +30 cold While equipped: Stats +2 Dex +9 Mag offense ------ Damage +24% fire +23% physical +27% temporal +33% cold Ignore resists +23% physical +15% temporal +23% all Accuracy +38 (+8 eff.) Ignore Armor +23 defense ------ Resistance +9% cold +6% fire Blind Resist +24% Disarm Resist +20% other ------- Reload +6 Light +2 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Unique] Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Attack Speed 118% Range +10 While equipped: Stats +10 Dex +20 Wil offense ------ Physical Crit +15.0% Mind Crit +15% Damage +30% nature +30% physical Ignore resists +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Rare] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +25 arcane +25 temporal While equipped: offense ------ Damage +30% arcane Ignore resists +31% temporal +23% all Accuracy +38 (+8 eff.) Ignore Armor +21 other ------- Max hate +12.00 Max psi +62.35 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Nature Weapon Damage 151% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +15 Con +12 Wil defense ------ Life +81.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +21 (+8 eff.) other ------- Talents +1 Attune Mindstar 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. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Ego+] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: offense ------ Ignore resists +10% all Accuracy +24 (+5 eff.) Ignore Armor +11 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 180% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+12 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 152 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +40.00% Spellpower +24 (+6 eff.) On-Hit 28 fire Damage +30% temporal defense ------ Armor +12 Defense +11 (+2 eff.) other ------- See Invisibility +17 Wards +3 temporal Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego] Arcane Weapon Damage 151% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +14 light Damage Against +27% Undead On-Hit, radius 1 +20 fire One-handed war axes. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +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 (+5 eff.) Spell save +15 (+7 eff.) Mind save +15 (+7 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 Encumbrance T5 belt armor [Ego+] Nature/Disrupt While equipped: Stats +6 Con offense ------ Mindpower +9 (+4 eff.) defense ------ Resistance +13% acid +15% blight Mind save +12 (+6 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Nature/Psionic While equipped: Stats +5 Str +4 Con offense ------ Physical Power +10 (+2 eff.) Mindpower +2 (+1 eff.) defense ------ Physical save +18 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +28% blight defense ------ Resistance +10% lightning +11% darkness +10% light +39% blight +11% fire +10% cold +15% all Physical save +19 (+7 eff.) Spell save +35 (+14 eff.) Mind save +20 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Master While equipped: defense ------ Armor +4 Defense +4 (+1 eff.) Resistance +12% lightning +11% darkness +10% light +11% blight +11% fire +11% cold +15% all Physical save +48 (+16 eff.) Spell save +39 (+15 eff.) Mind save +19 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Master While equipped: offense ------ Damage +24% blight defense ------ Armor +5 Defense +30 (+6 eff.) Resistance +9% acid +4% physical +25% blight +12% nature +15% all Crit Resistance 18.70% Physical save +25 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +17 (+4 eff.) Damage +16% all defense ------ Resistance +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Move Speed +25% defense ------ Armor +5 Fatigue +4% Physical save +13 (+5 eff.) Spell save +15 (+7 eff.) Mind save +13 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego] Master While equipped: defense ------ Armor +11 Fatigue +4% other ------- Stamina/turn +1.30 Max stamina +20.00 Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +13 (+3 eff.) defense ------ Armor +5 other ------- Spell cooldown 10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: defense ------ Armor +5 Silence Resist +43% Confus Resist +49% Stun Resist +49% A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil defense ------ Armor +5 Fatigue +4% Silence Resist +36% Confus Resist +42% Stun Resist +34% Blink to a nearby random location (rad 10) Puts all charms on 19 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag offense ------ Spell Crit +10% Spellpower +10 (+3 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Effective talent level: 4.0 Power cost 23 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 88.25 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Dex +5 Con offense ------ Damage +6% physical Ignore resists +25% physical Accuracy +15 (+3 eff.) Ignore Armor +2 defense ------ Armor +4 Fatigue +4% Resistance +9% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +7 Cun +7 Wil offense ------ Mindpower +6 (+3 eff.) defense ------ Defense +3 (+1 eff.) Shield Power +14% Life Regen +4.10 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats +17 Lck offense ------ Physical Crit +8.0% Spell Crit +7% Mind Crit +7% defense ------ Armor +5 Fatigue +5% Resistance +12% lightning +12% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +7 Wil defense ------ Armor +5 Fatigue +5% Resistance +10% blight Mind save +13 (+6 eff.) other ------- Stamina when Hit +2.20 EQ when Hit +2.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +18% nature +15% blight Resist Against +14% Unnatural Life Regen +7.10 other ------- Stamina/turn +2.10 A suit of armour made of mail. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego++] Nature/Master While equipped: Stats +10 Str +5 Wil defense ------ Armor +16 Fatigue +22% Resistance +29% blight +15% physical +44% darkness other ------- Light +4 Track: Puts all charms on 23 turn cooldown Effective talent level: 2.0 Power cost 23 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego++] Arcane/Master While equipped: offense ------ On-Hit 20 acid 21 fire When Hit 15 acid 13 fire defense ------ Armor +21 Fatigue +13% Resistance +26% acid +29% fire Physical save +13 (+5 eff.) A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Dex +9 Mag +9 Cun offense ------ Damage +17% light +20% darkness When Hit 31 lightning defense ------ Armor +10 Fatigue +8% Resistance +17% lightning +19% light +18% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +16.0% Physical Power +15 (+3 eff.) On-Hit 10 fire When Hit 21 fire defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Disrupt/Master Weapon Damage 180% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +26.0% Capacity 21 Damage Against +27% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Critical: * Wound the target dealing 367 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 38 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 23 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 88.25 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Arcane While equipped: Stats +13 Str +4 Mag +10 Wil offense ------ Physical Crit +10.0% Mind Crit +12% Spellpower +30 (+8 eff.) defense ------ Defense +25 (+5 eff.) Resistance +15% fire Crit Resistance 15.00% Life +80.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +2 Con offense ------ Critical power +5.00% Damage +6% mind +3% cold defense ------ Resistance +12% cold Mind save +6 (+3 eff.) other ------- Stamina/turn +3.00 Light +4 See Stealth +7 See Invisibility +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Ego+] Master/Psionic While equipped: Stats +6 Wil offense ------ Damage +12% mind Ignore resists +11% all Ignore Armor +6 other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 2.0 Power cost 14 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T5 shot ammo [Ego+] Arcane/Psionic Weapon Damage 167% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 22 On-Hit, radius 1 +20 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +15% mind Ignore resists +25% arcane +20% mind When Hit 10 mind 10 arcane On-Hit (Melee): * 25% chance to reduce damage dealt by 20% defense ------ Resistance +21% nature Out-of-Phase Defense +19 Out-of-Phase Resistance +19% Out-of-Phase Resilience +19% other ------- Mana/turn +0.20 Mana-on-crit +2.49 Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 19 turn cooldown 100% to increase all damage penetration by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Dex +4 Cun +3 Con other ------- Psi when Hit +0.16 Hate-on-crit +5.00 Max psi +20.00 Blast the opponent's mind dealing 325 mind damage and silencing them for 4 turns Puts all charms on 12 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 525 mind damage and silencing them for 4 turns Puts all charms on 12 turn cooldown 100% to reduce fatigue by 55% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +18% darkness +15% cold Ignore resists +25% cold +20% darkness +30% nature When Hit 8 darkness On-Hit (Melee): * 24% chance to slow global speed by 51% * 24% chance to reduce damage dealt by 20% defense ------ Resistance +9% cold Setup a psionic shield, reducing all damage taken by 171 for 5 turns Puts all charms on 19 turn cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +2 Dex +4 Cun +10 Con offense ------ Damage +9% arcane Ignore resists +15% cold other ------- Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 117 lightning damage and will be dazed for 1 turn (585 total damage) Puts all charms on 12 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 670 lightning damage Puts all charms on 12 turn cooldown 100% to increase all damage penetration by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 23 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. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Trace the Skeleton Archer level 33
43rd Dusk 123rd year of Ascendancy at 23:54 see stats
By Trace the Skeleton Archer level 45
19th Pyre 124th year of Ascendancy at 16:28 see stats
By Trace the Skeleton Archer level 33
42nd Dusk 123rd year of Ascendancy at 05:59 see stats
By Trace the Skeleton Archer level 36
55th Haze 123rd year of Ascendancy at 05:04 see stats
By Trace the Skeleton Archer level 43
12nd Pyre 124th year of Ascendancy at 05:16 see stats
By Trace the Skeleton Archer level 35
50th Haze 123rd year of Ascendancy at 18:34 see stats
By Trace the Skeleton Archer level 15
2nd Regrowth 123rd year of Ascendancy at 05:13 see stats
By Trace the Skeleton Archer level 34
50th Dusk 123rd year of Ascendancy at 14:44 see stats
By Trace the Skeleton Archer level 38
76th Haze 123rd year of Ascendancy at 00:50 see stats
By Trace the Skeleton Archer level 23
38th Pyre 123rd year of Ascendancy at 06:44 see stats
By Trace the Skeleton Archer level 50
68th Pyre 124th year of Ascendancy at 19:15 see stats
By Trace the Skeleton Archer level 18
38th Regrowth 123rd year of Ascendancy at 21:25 see stats
By Trace the Skeleton Archer level 26
71st Pyre 123rd year of Ascendancy at 09:31 see stats
By Trace the Skeleton Archer level 50
63rd Pyre 124th year of Ascendancy at 08:40 see stats
By Trace the Skeleton Archer level 37
72nd Haze 123rd year of Ascendancy at 07:47 see stats
By Trace the Skeleton Archer level 23
34th Pyre 123rd year of Ascendancy at 05:55 see stats
By Trace the Skeleton Archer level 10
48th Haze 122nd year of Ascendancy at 15:36 see stats
By Trace the Skeleton Archer level 20
49th Regrowth 123rd year of Ascendancy at 23:51 see stats
By Trace the Skeleton Archer level 30
26th Dusk 123rd year of Ascendancy at 05:05 see stats
By Trace the Skeleton Archer level 40
16th Regrowth 124th year of Ascendancy at 18:06 see stats
By Trace the Skeleton Archer level 50
47th Pyre 124th year of Ascendancy at 12:09 see stats
By Trace the Skeleton Archer level 29
12nd Dusk 123rd year of Ascendancy at 03:26 see stats
By Trace the Skeleton Archer level 50
62nd Pyre 124th year of Ascendancy at 00:39 see stats
By Trace the Skeleton Archer level 46
31st Pyre 124th year of Ascendancy at 07:36 see stats
By Trace the Skeleton Archer level 22
14th Pyre 123rd year of Ascendancy at 01:53 see stats
By Trace the Skeleton Archer level 32
40th Dusk 123rd year of Ascendancy at 16:11 see stats
By Trace the Skeleton Archer level 25
51st Pyre 123rd year of Ascendancy at 03:54 see stats
By Trace the Skeleton Archer level 35
50th Dusk 123rd year of Ascendancy at 18:47 see stats
By Trace the Skeleton Archer level 50
68th Pyre 124th year of Ascendancy at 19:14 see stats
By Trace the Skeleton Archer level 50
61st Pyre 124th year of Ascendancy at 23:39 see stats
By Trace the Skeleton Archer level 40
23rd Regrowth 124th year of Ascendancy at 14:20 see stats
By Trace the Skeleton Archer level 50
68th Pyre 124th year of Ascendancy at 19:15 see stats
By Trace the Skeleton Archer level 37
72nd Haze 123rd year of Ascendancy at 06:12 see stats
By Trace the Skeleton Archer level 16
12nd Regrowth 123rd year of Ascendancy at 09:05 see stats
By Trace the Skeleton Archer level 38
1st Allure 124th year of Ascendancy at 05:42 see stats
By Trace the Skeleton Archer level 21
61st Regrowth 123rd year of Ascendancy at 16:26 see stats
By Trace the Skeleton Archer level 27
6th Mirth 123rd year of Ascendancy at 15:19 see stats
By Trace the Skeleton Archer level 18
31st Regrowth 123rd year of Ascendancy at 13:39 see stats
By Trace the Skeleton Archer level 32
41st Dusk 123rd year of Ascendancy at 18:50 see stats
Log
--------------------------------
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Trace deactivates Concealment.
Saving game...
--------------------------------
Today is the 70th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:58.
Talent Concealment is ready to use.
Today is the 71st Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:10.
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Small lumberjack village here (press '' or right click to use).
Today is the 72nd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:21.
Ran for 7 turns (stop reason: at exit).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
Today is the 73rd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:45.
There is a Last Hope (Town) here (press '' or right click to use).
Today is the 74th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:56.
Ran for 18 turns (stop reason: at exit).
--------------------------------
There is a A gate into Last Hope's graveyard here (press '' or right click to use).