Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Shadowblade |
Level / Exp | 50 / 1471% |
Size | medium |
Lifes / Deaths | Killed by Emeletira the skeleton warrior at level 9 on the 3rd Summertide 122nd year of Ascendancy at 16:17 2 / 5Killed by snow giant boulder thrower at level 18 on the 72nd Dusk 122nd year of Ascendancy at 02:25 Killed by elven corruptor at level 25 on the 4th Decay 122nd year of Ascendancy at 06:53 Killed by elven blood mage at level 26 on the 5th Decay 122nd year of Ascendancy at 05:04 Killed by orc high cryomancer at level 42 on the 4th Dusk 123rd year of Ascendancy at 08:42 |
Primary Stats
Strength | 51 (base 19) |
Dexterity | 77 (base 40) |
Constitution | 69 (base 35) |
Magic | 69 (base 45) |
Willpower | 89 (base 60) |
Cunning | 92 (base 47) |
Resources
Life | 1435/1435 |
Mana | 369/369 |
Stamina | 360/360 |
Healing Factor | 1.43 |
Regeneration | 21.60915445423 |
Speed
Mental | +1.37478981661% |
Attack | 0% |
Movement | 0% |
Spell | +11.37478981661% |
Global | +145% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
Offense: Mainhand
Damage | 159 |
Accuracy | 69 |
Crit Chance | 72% |
APR | 22 |
Speed | 0.99 |
Offense: Offhand
Damage | 109 |
Accuracy | 69 |
Crit Chance | 65% |
APR | 30 |
Speed | 0.89 |
Offense: Spell
Spellpower | 53.70243439758 |
Crit Chance | 29% |
Speed | 0.8978692589648 |
Offense: Mind
Mindpower | 56.366666666667 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
All | +9% |
Defense: Base
Armour (hardiness) | 52 (55%) |
Defense | 52.655283969908 |
Ranged Defense | 52.655283969908 |
Fatigue | 12 |
Physical Save | 63.9375 |
Spell Save | 55.483333333333 |
Mental Save | 65.525 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 10% |
Confusion Resistance | 5% |
Disarm Resistance | 50% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 817 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 13 turns. While Heroism is active, you will only die when reaching -967 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Dual techniques | 1.40 |
| 2/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Technique / Dual weapons | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shadow Feed |
talent | Shadow Combat |
talent | Chant of Fortress |
talent | Blur Sight |
talent | Precision |
talent | Precise Strikes |
talent | Phantasmal Shield |
talent | Essence of Speed |
talent | Premonition |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 610. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! 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 | Khelisin the Murkmalice (0 def, 5 armour) Khelisin the Murkmalice (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 mind Changes stats: +4 Mag / +3 Wil / +5 Cun / +5 Con Changes resistances: +6% acid / +16% fire / +5% arcane / +14% cold Changes damage: +6% darkness Physical save: +23 Mental save: +25 Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 22 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 71 power out of 150/150) : Effective talent level: 4.0 Power cost: 71 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 28.91 cold damage and 33.16 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Emelemira the drakeskin leather cap (0 def, 5 armour) Emelemira the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +2 Physical power: +8 Armour: +5 Fatigue: +5% Changes stats: +3 Str / +7 Dex / +10 Wil Changes resistances: +15% blight / +12% cold / +22% darkness / +14% fire Changes damage: +3% physical Maximum encumbrance: +20 Physical save: +10 Mental save: +15 Infravision radius: +6 A cap made of leather. |
Tool | Blastbreeze the voratun torque of thermal psionic shield [power 201] (26 cooldown) Blastbreeze the voratun torque of thermal psionic shield [power 201] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% lightning / +6% light Cut immunity: +10% Silence immunity: +20% Stun/Freeze immunity: +10% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 201 for 7 turns, placing all other charms into a 26 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 35 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. This item has been sent to the Item's Vault. |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +15 Fatigue: +2% Changes stats: +6 Str / +6 Con Talent mastery: +0.20 Technique / Battle tactics Reduces opponents crit chance: 10% It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. 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. |
In main hand | Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 30% Cun, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 22 power out of 40/40) : Effective talent level: 3.0 Power cost: 22 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 31 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Around waist | Ivytta IvyttaInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +14 Armour: +15 Defense: +13 Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +5 Str / +11 Con Changes resistances: +9% light Physical save: +36 Spell save: +26 Mental save: +24 Blindness immunity: +10% Confusion immunity: +5% Mindpower: +10 Size category: +1 A belt that goes around your waist. |
In off hand | Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | Beluma the Vileburst (2 def, 0 armour) Beluma the Vileburst (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * Slows global speed by 40% Changes stats: +2 Str / +2 Con Changes damage: +6% nature / +9% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rejuvenating reinforced leather armour of Eyal (4 def, 7 armour) rejuvenating reinforced leather armour of Eyal (4 def, 7 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Life regen: +9.70 Stamina each turn: +1.60 Maximum life: +70.00 Healing mod.: +23% A suit of armour made of leather. |
Inventory
regeneration infusion of the wizard (heal 295 over 5 turns) regeneration infusion of the wizard (heal 295 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 17%; cure magical) wild infusion of the titan (resist 17%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 17% for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (506.00 temporal damage, removed from time 4 turns) Rune of the Rift (506.00 temporal damage, removed from time 4 turns)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: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 551.54 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (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 ability. |
biting gale rune of the wizard (140 cold damage; 55 apply power) biting gale rune of the wizard (140 cold damage; 55 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 140.39 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 55. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 448 for 4 turns) shielding rune of the sneak (absorb 448 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 448 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 590 for 7 turns) shielding rune of the sneak (absorb 590 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 590 damage for 7 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 473 for 5 turns) shielding rune of the titan (absorb 473 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 473 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 Spell save: +10 Mental save: +10 Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
marksman's gold ring of lightning (+22%) marksman's gold ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
steel ring of corrosion (+24%) steel ring of corrosion (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
warrior's voratun ring of light (+32%) warrior's voratun ring of light (+32%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +32% light Changes damage: +16% light Rings can have magical properties. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 Physical power: +15 Changes resistances penetration: +30% physical It can be used to fires a bolt of kinetic force, doing 150% weapon damage, costing 9 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 176 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." |
Urydefang the dragonbone magestaff (30-36 power, 6 apr, cold element) Urydefang the dragonbone magestaff (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +8 temporal When wielded/worn: Accuracy: +4 Fatigue: -2% Changes stats: +10 Mag / +2 Wil / +13 Cun / +7 Con Changes resistances penetration: +5% temporal Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +24.00% Mana each turn: +0.38 Vim when firing critical spell: +7.00 Maximum life: +20.00 Maximum vim: +44.00 Maximum neg.energy: +50.00 Spellpower: +32 Spell crit. chance: +17% Light radius: +2 It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 27 cooldown. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Jetwolf' (30-36 power, 6 apr, light element) dragonbone starstaff 'Jetwolf' (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 2) on crit: +4 darkness When wielded/worn: Defense: +17 Effects on melee hit: * 7% chance to disease * Slows global speed by 40% Damage (Melee): 5 % chance of confusion Changes stats: +5 Mag / +6 Wil Changes resistances: +9% fire Changes damage: +30% light Talent granted: +1 Command Staff Vim when firing critical spell: +4.00 Maximum mana: +29.00 Maximum vim: +22.00 Spellpower: +30 Spell crit. chance: +5% Damage Shield penetration: +24% Staves designed for wielders of magic, by the greats of the art. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 Spell save: +20 Mental save: +20 Confusion immunity: +40% Spellpower: +8 It can be used to activate talent See the Threads (costing 44 power out of 50/50) : Effective talent level: 1.0 Power cost: 44 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. Note that seeing visions of your own death can still be fatal. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. This spell takes no time to cast. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Turegodil the Gloombearer (3 def, 0 armour) Turegodil the Gloombearer (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +3 Changes stats: +5 Str / +5 Wil / +5 Cun / +6 Con Changes resistances: +25% darkness Changes resistances penetration: +19% darkness Changes damage: +29% darkness / +6% physical Stealth bonus: +25 Physical save: +15 Only die when reaching: -40.00 life Maximum life: +110.00 Maximum stamina: +25.00 Mental crit. chance: +8% Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Dazzlegore (5 def, 0 armour) Dazzlegore (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Damage when hit (Melee): 8 arcane Changes stats: +2 Wil / +10 Con Changes resistances: +20% blight / +12% light / +24% acid Changes damage: +20% nature / +16% acid Critical mult.: +10.00% Poison immunity: +50% Disease immunity: +44% Life regen: +4.70 Maximum life: +100.00 Maximum mana: +40.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Neraba (5 def, 0 armour) Neraba (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +14% acid / +14% physical / +9% mind / +16% fire / +5% arcane / +13% cold Changes resistances penetration: +5% mind Changes damage: +6% acid / +9% physical / +10% fire / +7% cold / +6% mind / +13% all Talent cooldown: Refit Golem (-5 turns) Mental save: +21 Spellpower: +13 Mindpower: +5 Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of drakeskin leather boots 'Blindvault' (0 def, 5 armour) pair of drakeskin leather boots 'Blindvault' (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 41% chance to blind Changes resistances penetration: +10% light Maximum mana: +40.00 Spellpower: +6 Spell crit. chance: +5% A pair of boots made of leather. |
pair of drakeskin leather boots 'Moldwoe' (0 def, 5 armour) pair of drakeskin leather boots 'Moldwoe' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 45% chance to corrode armor Changes stats: +4 Str / +4 Con Changes resistances: +6% blight / +15% fire / +6% lightning Changes resistances penetration: +10% acid Changes damage: +9% nature Spell save: +12 It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 3.9 Power cost: 22 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Badass Motherfucker (4 def, 13 armour) Badass Motherfucker (4 def, 13 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +13 Defense: +4 Ranged Defense: +4 Damage (Melee): 15 physical Effects when hit in melee: * 69% chance to reduce powers by 20% * 62 arcane resource burn Changes resistances: +6% darkness / +2% physical Changes damage: +10% physical Critical mult.: +15.00% Physical save: +20 Spell save: +29 Silence immunity: +15% Disarm immunity: +10% Knockback immunity: +15% Spell crit. chance: +8% Mental crit. chance: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. This item has been sent to the Item's Vault. |
The Better Badder Mother Fucker (0 def, 3 armour) The Better Badder Mother Fucker (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +49 Physical crit. chance: +20.0% Armour: +3 Fatigue: -12% Damage (Melee): 20 temporal Changes stats: +11 Dex / +2 Wil Changes resistances: +15% temporal Changes resistances penetration: +5% mind Changes damage: +9% temporal Critical mult.: +18.00% Physical save: +6 Stamina each turn: +0.20 Maximum hate: +2.00 Spell crit. chance: +20% Mental crit. chance: +19% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful drakeskin leather gloves of dexterity (+5) (0 def, 3 armour) restful drakeskin leather gloves of dexterity (+5) (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 Armour: +3 Changes stats: +5 Dex Life regen: +1.90 Stamina each turn: +1.40 Maximum stamina: +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Eremyrain' (0 def, 3 armour) voratun gauntlets 'Eremyrain' (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 Physical power: +20 Armour: +3 Fatigue: -2% Changes stats: +6 Str / +1 Dex / +5 Mag / +12 Cun / +2 Con Changes resistances: +25% darkness / +10% light Critical mult.: +9.00% Spell save: +10 Infravision radius: +6 Healing mod.: +10% It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 86.43 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Barkfurnace the voratun helm (0 def, 5 armour) Barkfurnace the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +9 Str / +8 Wil / +17 Lck Changes resistances: +12% blight / +3% nature Changes resistances penetration: +20% nature Changes damage: +3% darkness / +6% mind Mental save: +15 Spell crit. chance: +6% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ememirin the Smearreaper (3 def, 0 armour) Ememirin the Smearreaper (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +6 Mag / +14 Wil / +7 Cun / +3 Con Changes resistances: +28% light Changes damage: +19% light / +6% nature Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Spellpower: +6 Mindpower: +6 Light radius: +3 A pointy cloth hat, very wizardly... |
troll-hide drakeskin leather armour (5 def, 8 armour) troll-hide drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Life regen: +13.70 Healing mod.: +22% A suit of armour made of leather. |
Cuthetir (22/22, 12-16.8 power, 5 apr) Cuthetir (22/22, 12-16.8 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.0 - 16.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 22 On weapon hit: * 42 arcane resource burn * Slows global speed by 20% * 25% chance to remove a magical effect Damage (Ranged): +20 mind / +8 nature Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +12 mind Arrows are used with bows to pierce your foes to death. |
73 alchemist agate 73 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
2 aquamarine 2 aquamarine0.00 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 Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 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 Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Glowwreath (dig speed 12 turns) Glowwreath (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Armour: +4 Defense: +7 Fatigue: -4% Changes stats: +6 Str Changes resistances: +13% nature / +8% physical Changes resistances penetration: +15% light Changes damage: +12% fire / +8% nature / +6% light Reduces incoming crit damage: 10.00% Stamina each turn: +0.40 Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 2.6 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
7 emerald 7 emerald0.00 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 Gems can be sold for money or used in arcane rituals. |
14 jade 14 jade0.00 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 Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 88 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? This item has been sent to the Item's Vault. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 16 power out of 35/35) : Effective talent level: 2.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 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." |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 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. |
73 alchemist bloodstone 73 alchemist bloodstone0.00 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. |
8 bloodstone 8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
13 garnet 13 garnet0.00 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% Gems can be sold for money or used in arcane rituals. |
15 ruby 15 ruby0.00 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 Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 178 power out of 373/400. 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Flashradiance (21/21, 59-70.8 power, 5 apr) Flashradiance (21/21, 59-70.8 power, 5 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 59.0 - 70.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 On weapon hit: * 52% chance to gain 10% of a turn * 20% chance to torment the target Damage (Ranged): +12 lightning / +4 temporal / +42 darkness / +17 mind Burst (radius 2) on crit: +12 lightning / +8 temporal Damage against: +17% Living Shots are used with slings to pummel your foes to death. |
elemental pouch of stralite shots (16/21, 46-55.2 power, 5 apr) elemental pouch of stralite shots (16/21, 46-55.2 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 46.0 - 55.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 On weapon hit: * Random elemental explosion Shots are used with slings to pummel your foes to death. |
pouch of steel shots of the leech (21/21, 22-26.4 power, 2 apr) pouch of steel shots of the leech (21/21, 22-26.4 power, 2 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.0 - 26.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 21 On weapon hit: * Slows global speed by 11% * leeches stamina from the target Shots are used with slings to pummel your foes to death. |
hateful stralite torque of kinetic psionic shield [power 103] (18 cooldown) hateful stralite torque of kinetic psionic shield [power 103] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 103 for 7 turns, placing all other charms into a 18 cooldown. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
voratun torque of charged psionic shield 'Cuthelin' [power 171] (18 cooldown) voratun torque of charged psionic shield 'Cuthelin' [power 171] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armor Changes stats: +2 Str / +1 Wil / +2 Cun Maximum wards: +3 physical / +5 mind / +5 darkness Changes damage: +6% arcane Talent granted: +1 Ward See invisible: +3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 171 for 7 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psychoportation 'Firevile' [power 57] (27 cooldown) voratun torque of psychoportation 'Firevile' [power 57] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical power: +2 Changes stats: +2 Str / +3 Con Changes resistances: +2% physical Changes damage: +6% fire Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence Reduces incoming crit damage: 10.00% Maximum encumbrance: +40 It can be used to teleport randomly (rad 57), placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
Brenokalthodoblek the elven-wood totem of thorny skin [power 85] (25 cooldown) Brenokalthodoblek the elven-wood totem of thorny skin [power 85] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Damage when hit (Melee): 8 mind Changes resistances: +9% acid / +6% mind Changes resistances penetration: +10% acid It can be used to harden the skin for 7 turns increasing armour by 85 and armour hardiness by 60%, placing all other charms into a 25 cooldown. Natural totems are made by powerful wilders to store nature power. |
Nimbusvengeance [power 90] (18 cooldown) Nimbusvengeance [power 90] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to corrode armor Damage when hit (Melee): 16 arcane Changes resistances: +3% lightning Changes damage: +6% acid Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +4 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Sootbringer [power 105] (14 cooldown) Sootbringer [power 105] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Maximum wards: +4 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +10% light / +10% darkness Changes damage: +6% darkness Talents granted: +1 Ward +5 Volcano Maximum vim: +20.00 Light radius: +3 It can be used to try to disarm traps in a line (disarm power 105), placing all other charms into a 14 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of clairvoyance [power 13] (6 cooldown) elven-wood wand of clairvoyance [power 13] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 13), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused 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. |
5 diamond 5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
11 moonstone 11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.00 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% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Dark Link the Halfling Shadowblade level 32
61st Regrowth 123rd year of Ascendancy at 00:20 see stats
By Dark Link the Halfling Shadowblade level 16
22nd Dusk 122nd year of Ascendancy at 23:38 see stats
By Dark Link the Halfling Shadowblade level 31
37th Regrowth 123rd year of Ascendancy at 17:01 see stats
By Dark Link the Halfling Shadowblade level 27
2nd Regrowth 123rd year of Ascendancy at 15:22 see stats
By Dark Link the Halfling Shadowblade level 35
77th Regrowth 123rd year of Ascendancy at 21:06 see stats
By Dark Link the Halfling Shadowblade level 38
9th Flare 123rd year of Ascendancy at 06:36 see stats
By Dark Link the Halfling Shadowblade level 50
33rd Haze 123rd year of Ascendancy at 01:06 see stats
By Dark Link the Halfling Shadowblade level 34
73rd Regrowth 123rd year of Ascendancy at 04:45 see stats
By Dark Link the Halfling Shadowblade level 37
40th Pyre 123rd year of Ascendancy at 22:33 see stats
By Dark Link the Halfling Shadowblade level 17
37th Dusk 122nd year of Ascendancy at 11:39 see stats
By Dark Link the Halfling Shadowblade level 38
69th Pyre 123rd year of Ascendancy at 21:26 see stats
By Dark Link the Halfling Shadowblade level 36
26th Pyre 123rd year of Ascendancy at 02:54 see stats
By Dark Link the Halfling Shadowblade level 32
69th Regrowth 123rd year of Ascendancy at 13:17 see stats
By Dark Link the Halfling Shadowblade level 24
78th Haze 122nd year of Ascendancy at 18:24 see stats
By Dark Link the Halfling Shadowblade level 18
71st Dusk 122nd year of Ascendancy at 20:20 see stats
By Dark Link the Halfling Shadowblade level 50
24th Regrowth 124th year of Ascendancy at 17:38 see stats
By Dark Link the Halfling Shadowblade level 18
72nd Dusk 122nd year of Ascendancy at 06:07 see stats
By Dark Link the Halfling Shadowblade level 27
5th Regrowth 123rd year of Ascendancy at 10:18 see stats
By Dark Link the Halfling Shadowblade level 50
19th Regrowth 124th year of Ascendancy at 13:21 see stats
By Dark Link the Halfling Shadowblade level 36
26th Pyre 123rd year of Ascendancy at 08:26 see stats
By Dark Link the Halfling Shadowblade level 43
14th Dusk 123rd year of Ascendancy at 02:38 see stats
By Dark Link the Halfling Shadowblade level 32
63rd Regrowth 123rd year of Ascendancy at 12:12 see stats
By Dark Link the Halfling Shadowblade level 16
22nd Dusk 122nd year of Ascendancy at 22:21 see stats
By Dark Link the Halfling Shadowblade level 40
1st Dusk 123rd year of Ascendancy at 04:54 see stats
By Dark Link the Halfling Shadowblade level 45
39th Dusk 123rd year of Ascendancy at 13:46 see stats
By Dark Link the Halfling Shadowblade level 10
3rd Summertide 122nd year of Ascendancy at 22:46 see stats
By Dark Link the Halfling Shadowblade level 20
74th Dusk 122nd year of Ascendancy at 12:42 see stats
By Dark Link the Halfling Shadowblade level 30
30th Regrowth 123rd year of Ascendancy at 21:28 see stats
By Dark Link the Halfling Shadowblade level 40
10th Flare 123rd year of Ascendancy at 02:38 see stats
By Dark Link the Halfling Shadowblade level 50
32nd Haze 123rd year of Ascendancy at 14:47 see stats
By Dark Link the Halfling Shadowblade level 27
7th Regrowth 123rd year of Ascendancy at 18:04 see stats
By Dark Link the Halfling Shadowblade level 48
13rd Haze 123rd year of Ascendancy at 06:18 see stats
By Dark Link the Halfling Shadowblade level 50
41st Haze 123rd year of Ascendancy at 02:28 see stats
By Dark Link the Halfling Shadowblade level 50
43rd Regrowth 124th year of Ascendancy at 00:27 see stats
By Dark Link the Halfling Shadowblade level 43
18th Dusk 123rd year of Ascendancy at 09:21 see stats
By Dark Link the Halfling Shadowblade level 22
38th Haze 122nd year of Ascendancy at 18:37 see stats
By Dark Link the Halfling Shadowblade level 26
6th Decay 122nd year of Ascendancy at 10:58 see stats
By Dark Link the Halfling Shadowblade level 32
65th Regrowth 123rd year of Ascendancy at 14:59 see stats
By Dark Link the Halfling Shadowblade level 33
69th Regrowth 123rd year of Ascendancy at 16:16 see stats
By Dark Link the Halfling Shadowblade level 50
43rd Regrowth 124th year of Ascendancy at 14:23 see stats
By Dark Link the Halfling Shadowblade level 50
24th Regrowth 124th year of Ascendancy at 17:36 see stats
By Dark Link the Halfling Shadowblade level 9
1st Summertide 122nd year of Ascendancy at 23:36 see stats
By Dark Link the Halfling Shadowblade level 16
22nd Dusk 122nd year of Ascendancy at 23:38 see stats
By Dark Link the Halfling Shadowblade level 50
24th Regrowth 124th year of Ascendancy at 17:38 see stats
By Dark Link the Halfling Shadowblade level 10
4th Flare 122nd year of Ascendancy at 14:56 see stats
By Dark Link the Halfling Shadowblade level 43
16th Dusk 123rd year of Ascendancy at 23:53 see stats
By Dark Link the Halfling Shadowblade level 46
50th Dusk 123rd year of Ascendancy at 11:26 see stats
By Dark Link the Halfling Shadowblade level 24
70th Haze 122nd year of Ascendancy at 16:55 see stats
By Dark Link the Halfling Shadowblade level 32
66th Regrowth 123rd year of Ascendancy at 17:45 see stats
By Dark Link the Halfling Shadowblade level 23
53rd Haze 122nd year of Ascendancy at 01:08 see stats
By Dark Link the Halfling Shadowblade level 30
36th Regrowth 123rd year of Ascendancy at 02:12 see stats
Log
There is an item here: wild infusion of the psychic (resist 19%; cure magical, mental)
There is an item here: heroism infusion of the duelist (+18 for 12 turns, die at -901)
There is an item here: regeneration infusion of the duelist (heal 614 over 5 turns)
There is an item here: heroism infusion of the psychic (+16 for 9 turns, die at -555)
Ran for 2 turns (stop reason: object seen).
You don't see how to get there...
There is an item here: Mercy (35-45.5 power, 9 apr)
There is an item here: Umbral Razor (25-32.5 power, 10 apr)
There is an item here: caustic stralite dagger of erosion (27.5-35.75 power, 9 apr)
There is an item here: Rootwire the voratun dagger (37.5-48.75 power, 9 apr)
There is an item here: Emudheta the Sparkreek
There is an item here: Arthikath
There is an item here: Nightsong
There is an item here: Bloodcaller
There is an item here: Vargh Redemption
There is an item here: Exiler
There is an item here: Rod of Sarrilon (30-36 power, 4 apr, physical element)
There is an item here: Eclipse (18-21.6 power, 4 apr, physical element)
You transfer Ring of the Archlich to the online item's vault.
Saving done.
Saving game...
Saving done.
Resting starts...
Rested for 55 turns (stop reason: all resources and life at maximum).