












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 50 / 613% |
| Size | small |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 17 on the 62nd Haze 122nd year of Ascendancy at 06:55 / 29Killed by Greater Mummy Lord at level 21 on the 8th Decay 122nd year of Ascendancy at 18:00 Killed by Greater Mummy Lord at level 21 on the 8th Decay 122nd year of Ascendancy at 20:16 Killed by Greater Mummy Lord at level 21 on the 8th Decay 122nd year of Ascendancy at 22:05 Killed by Greater Mummy Lord at level 21 on the 8th Decay 122nd year of Ascendancy at 23:58 Killed by Greater Mummy Lord at level 21 on the 9th Decay 122nd year of Ascendancy at 01:43 Killed by Greater Mummy Lord at level 21 on the 9th Decay 122nd year of Ascendancy at 03:41 Killed by Greater Mummy Lord at level 22 on the 9th Decay 122nd year of Ascendancy at 09:29 Killed by Greater Mummy Lord at level 22 on the 9th Decay 122nd year of Ascendancy at 11:32 Killed by Greater Mummy Lord at level 22 on the 9th Decay 122nd year of Ascendancy at 20:40 Killed by Greater Mummy Lord at level 22 on the 9th Decay 122nd year of Ascendancy at 22:30 Killed by Greater Mummy Lord at level 22 on the 10th Decay 122nd year of Ascendancy at 00:24 Killed by Greater Mummy Lord at level 22 on the 10th Decay 122nd year of Ascendancy at 02:20 Killed by skeleton archer at level 22 on the 10th Decay 122nd year of Ascendancy at 04:13 Killed by Greater Mummy Lord at level 22 on the 10th Decay 122nd year of Ascendancy at 09:49 Killed by Greater Mummy Lord at level 22 on the 10th Decay 122nd year of Ascendancy at 11:24 Killed by Greater Mummy Lord at level 22 on the 10th Decay 122nd year of Ascendancy at 13:33 Killed by Greater Mummy Lord at level 22 on the 10th Decay 122nd year of Ascendancy at 15:19 Killed by vampire lord at level 24 on the 10th Regrowth 123rd year of Ascendancy at 08:23 Killed by blade horror at level 26 on the 12nd Regrowth 123rd year of Ascendancy at 01:22 Killed by Velirivena the Guardian at level 26 on the 12nd Regrowth 123rd year of Ascendancy at 05:51 Killed by Xerawe the master vampire at level 28 on the 16th Regrowth 123rd year of Ascendancy at 09:42 Killed by Greater Mummy Lord at level 29 on the 56th Regrowth 123rd year of Ascendancy at 00:29 Killed by Gloruma the fire drake hatchling at level 36 on the 34th Pyre 123rd year of Ascendancy at 12:02 Killed by Sleeping Elumille at level 37 on the 38th Pyre 123rd year of Ascendancy at 12:33 Killed by Layirithra the orc cryomancer at level 40 on the 76th Dusk 123rd year of Ascendancy at 17:40 Killed by Vor, Grand Geomancer of the Pride at level 41 on the 77th Dusk 123rd year of Ascendancy at 07:42 Killed by orc high pyromancer at level 41 on the 77th Dusk 123rd year of Ascendancy at 11:05 Killed by Joiaron at level 47 on the 67th Haze 123rd year of Ascendancy at 01:33 |
Primary Stats
| Strength | 39 (base 16) |
| Dexterity | 99 (base 60) |
| Constitution | 102 (base 60) |
| Magic | 50 (base 21) |
| Willpower | 55 (base 15) |
| Cunning | 120 (base 60) |
Resources
| Life | 1525/1525 |
| Stamina | 370/392 |
| Healing Factor | 1.7573484249332 |
| Regeneration | 0.43933710623345 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 8 |
| See Stealth | 119.73392538757 |
| See Invisible | 113.73392538757 |
Offense: Mainhand
| Damage | 137 |
| Accuracy | 75 |
| Crit Chance | 82% |
| APR | 41 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 76 |
| Accuracy | 75 |
| Crit Chance | 84% |
| APR | 41 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Light | +22% |
| Mind | +22% |
| Nature | +67% |
| Physical | +17% |
| Fire | +13% |
| All | +7% |
Offense: Damage Penetration
| Mind | +16% |
| Light | +36% |
| Nature | +46% |
| Blight | +21% |
| Physical | +21% |
| Fire | +16% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 34 (83.061205809432%) |
| Defense | 95 |
| Ranged Defense | 95 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 40 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 27%( 72%) |
| Light | + 37%( 72%) |
| Nature | + 40%( 72%) |
| Blight | + 40%( 72%) |
| Darkness | + 56%( 72%) |
| Fire | + 40%( 72%) |
| All | + 25%( 72%) |
Defense: Immunities
| Silence Resistance | 41% |
| Confusion Resistance | 62% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 50% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1023% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -681 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 681 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 550 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Throwing knives | 1.60 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.80 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.65 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.95 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Leeching Poison |
| beneficial effect | Increases defense by 32. Mobile Defense |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 10. Militant Mind |
| beneficial effect | Has 11 throwing knives prepared: 11 KnivesRange: 7 Net Damage: 185 - 259 Accuracy: 91 (knife) APR: 48 Crit Chance: +106% Crit mult: 261% Uses Stats: 50% Cun, 70% Dex |
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 |
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 |
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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lost defiler from death by white crystal. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Joiaron. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by ice wyrm. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by master vampire. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Cunning 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 809. | 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. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism 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. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 |
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. | 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! 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 | Layilrassra the Firegore (0 def, 10 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +10 Fatigue: +4% Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Damage when hit (Melee): 6 mind Changes resistances penetration: +10% physical / +5% mind / +5% fire Changes damage: +9% mind / +6% fire Silence immunity: +41% Confusion immunity: +32% Stun/Freeze immunity: +45% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | BleakstingPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 45 fire Changes resistances: +24% darkness / +20% fire Changes resistances penetration: +25% light / +10% blight Changes damage: +15% light Damage affinity(heal): +5% light Blindness immunity: +50% Confusion immunity: +30% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Spellpower: +10 (+4 eff.) Light radius: +13 See stealth: +25 See invisible: +19 Damage Shield penetration: +35% It can be used to activate talent Sun Flare, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 176.12 light damage. At talent level 3 you gain 28% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 16 power out of 35/35) : Effective talent level: 3.9 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 11. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 5 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+4 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Spell save: +12 (+4 eff.) Stun/Freeze immunity: +60% Maximum stamina: +33.00 Rings make your fingers look great! |
| Around neck | protective voratun amulet of perfection (0.35 Cunning / Survival,0.35 Technique / Mobility)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Changes resistances cap: +2% all Talent masteries: +0.35 Cunning / Survival +0.35 Technique / Mobility Physical save: +20 (+7 eff.) Amulets make your neck look great! |
| In main hand | enhanced stralite dagger of enduring (27-35 power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Str / +7 Dex / +7 Mag / +16 Wil / +7 Cun / +13 Con Maximum life: +28.00 Sharp, short and deadly. |
| Around waist | spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +5 Mag / +4 Cun / +8 Lck Trap disarming bonus: +14 Stealth bonus: +7 Mana each turn: +0.18 Maximum mana: +35.00 Infravision radius: +4 A belt that goes around your waist. |
| In off hand | plaguebringer's voratun dagger of shearing (37-48 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 23 Damage (Melee): +12 blight When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +10 Changes resistances penetration: +11% all Disease immunity: +18% Sharp, short and deadly. |
| Cloak | Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Main armor | reinforced leather armour 'Xytha' (19 def, 14 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Armour: +14 Defense: +19 (+4 eff.) Fatigue: +8% Changes stats: +10 Cun / +7 Dex Changes resistances: +3% acid / +16% light / +18% darkness Changes damage: +9% acid / +6% mind Critical mult.: +16.00% Mental save: +6 (+2 eff.) Mindpower: +10 (+3 eff.) A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the wizard (speed 721%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 721% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
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! |
mindweaver's stralite amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Changes stats: +3 Wil Critical mult.: +18.00% Mental save: +9 (+3 eff.) Confusion immunity: +17% Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 5 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. |
painweaver's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Changes resistances: +20% acid / +19% fire / +17% lightning / +18% cold Changes damage: +6% all Spellpower: +12 (+4 eff.) Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 90 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." |
Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+5 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 23 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
undeterred pair of hardened leather boots of rushing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Str / +3 Con Silence immunity: +27% Confusion immunity: +34% Stun/Freeze immunity: +26% It can be used to activate talent Rush, placing all other charms into a 12 cooldown : Effective talent level: 5.6 Power cost: 12 out of 25/25. Range: 10 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
dwarven-steel gauntlets 'Deepsdeath' (0 def, 15 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +15 Fatigue: +3% Damage (Melee): 5 physical Changes stats: +3 Dex Changes damage: +6% darkness / +5% physical Stamina each turn: +3.00 Only die when reaching: -80.00 life Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +8 physical Metal gloves protecting the hands up to the middle of the lower arm. |
mindcaging voratun helm of absorption (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +21% mind Mental save: +20 (+6 eff.) Confusion immunity: +30% Stamina when hit: +2.00 Equilibrium when hit: +1.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's dwarven-steel helm of dexterity (+3) (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Dex Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
nimble reinforced leather armour of the hero (21 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +21 (+4 eff.) Fatigue: +8% Changes stats: +6 Str / +9 Dex / +6 Mag / +6 Wil / +5 Cun Maximum life: +42.00 Movement speed: +20% A suit of armour made of leather. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
340 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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Coalfear' (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 27% Changes stats: +1 Str Changes resistances: +11% nature / +6% acid Changes damage: +6% nature Disease immunity: +20% Stun/Freeze immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of the Iron Throne (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +21.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(112 power, based on Willpower) Activation costs 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
void-walker's dwarven lantern of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +13% blight / +8% temporal / +13% darkness / +8% cold Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Light radius: +5 Infravision radius: +5 See invisible: +8 Defense after a teleport: +19 Resist all after a teleport: +16% New effects duration reduction after a teleport: +14% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 14 cooldown : Effective talent level: 2.5 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 45 blight damage or heals 64 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 5 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. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
64 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. |
11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (4/4)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 91 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (2/2)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 668.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 12 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Porinn the Murkpunish [power 435] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances penetration: +10% temporal Changes damage: +9% darkness / +9% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 531 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 7 turns. When used: * Increase the duration of 3 beneficial effects by 1. * Cleanse 3 total effects of type disease, wound, or poison. * Reduce fatigue by 34% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing iron torque of mindblast [power 105] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 128 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 7 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Maluhell' [power 175] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Changes resistances penetration: +5% mind / +5% arcane Changes damage: +3% mind It can be used to blast the opponent's mind dealing 214 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 7 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Reduce fatigue by 22% for 2 turns. * Heal for 49. Torques are made by powerful psionics to store psionic powers. |
Neriyatha [power 410] (7 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +10 (+4 eff.) Changes resistances penetration: +15% mind / +10% physical It can be used to sting an enemy dealing 685 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 7 turns. When used: * Reduce 2 talent cooldowns by 2. * Gain a 24% chance to evade weapon attacks for 2 turns. * Increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 62% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 23 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
5 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+4 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 160.50 temporal and 160.50 darkness damage (based on Magic) Activation costs 9 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
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. |
12 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Joiaron the Halfling Rogue level 28
16th Regrowth 123rd year of Ascendancy at 19:47 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Joiaron the Halfling Rogue level 27
12nd Regrowth 123rd year of Ascendancy at 14:31 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By Joiaron the Halfling Rogue level 31
76th Regrowth 123rd year of Ascendancy at 00:50 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Joiaron the Halfling Rogue level 32
80th Regrowth 123rd year of Ascendancy at 06:38 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By Joiaron the Halfling Rogue level 40
72nd Dusk 123rd year of Ascendancy at 23:40 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Joiaron the Halfling Rogue level 30
74th Regrowth 123rd year of Ascendancy at 00:20 see stats
Clone War (Exploration mode)
Destroyed your own Shade.By Joiaron the Halfling Rogue level 35
18th Pyre 123rd year of Ascendancy at 23:40 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Joiaron the Halfling Rogue level 16
79th Dusk 122nd year of Ascendancy at 09:05 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Joiaron the Halfling Rogue level 30
71st Regrowth 123rd year of Ascendancy at 21:36 see stats
Evil denied (Exploration mode)
Won ToME by preventing the Void portal from opening.By Joiaron the Halfling Rogue level 50
67th Haze 123rd year of Ascendancy at 14:48 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Joiaron the Halfling Rogue level 22
7th Regrowth 123rd year of Ascendancy at 18:10 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Joiaron the Halfling Rogue level 28
16th Regrowth 123rd year of Ascendancy at 07:25 see stats
Fear of Fours (Exploration mode)
Killed all four bosses of the Slime Tunnels.By Joiaron the Halfling Rogue level 45
62nd Haze 123rd year of Ascendancy at 23:36 see stats
Fool of a Took! (Exploration mode)
Killed oneself as a halfling.By Joiaron the Halfling Rogue level 47
67th Haze 123rd year of Ascendancy at 01:33 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Joiaron the Halfling Rogue level 19
70th Haze 122nd year of Ascendancy at 21:21 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Joiaron the Halfling Rogue level 34
80th Regrowth 123rd year of Ascendancy at 07:26 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Joiaron the Halfling Rogue level 10
3rd Mirth 122nd year of Ascendancy at 22:23 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Joiaron the Halfling Rogue level 20
6th Decay 122nd year of Ascendancy at 04:33 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Joiaron the Halfling Rogue level 30
71st Regrowth 123rd year of Ascendancy at 19:54 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Joiaron the Halfling Rogue level 40
72nd Dusk 123rd year of Ascendancy at 22:44 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Joiaron the Halfling Rogue level 50
67th Haze 123rd year of Ascendancy at 14:01 see stats
Oozemancer (Exploration mode)
Destroyed the corrupted oozemancer.By Joiaron the Halfling Rogue level 37
18th Dusk 123rd year of Ascendancy at 05:00 see stats
Orcrist (Exploration mode)
Killed the leaders of the Orc Pride.By Joiaron the Halfling Rogue level 44
34th Haze 123rd year of Ascendancy at 15:19 see stats
Race through fire (Exploration mode)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Joiaron the Halfling Rogue level 38
59th Dusk 123rd year of Ascendancy at 01:54 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Joiaron the Halfling Rogue level 20
6th Decay 122nd year of Ascendancy at 10:34 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Joiaron the Halfling Rogue level 28
20th Regrowth 123rd year of Ascendancy at 17:37 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Joiaron the Halfling Rogue level 35
18th Pyre 123rd year of Ascendancy at 23:22 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Joiaron the Halfling Rogue level 26
12nd Regrowth 123rd year of Ascendancy at 12:05 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Joiaron the Halfling Rogue level 30
71st Regrowth 123rd year of Ascendancy at 22:50 see stats
Tactical master (Exploration mode)
Fought the two Sorcerers without closing any invocation portals.By Joiaron the Halfling Rogue level 50
67th Haze 123rd year of Ascendancy at 14:47 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Joiaron the Halfling Rogue level 13
2nd Dusk 122nd year of Ascendancy at 08:47 see stats
The Sun Still Shines (Exploration mode)
Aeryn survived the last battle.By Joiaron the Halfling Rogue level 50
67th Haze 123rd year of Ascendancy at 14:48 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By Joiaron the Halfling Rogue level 43
25th Haze 123rd year of Ascendancy at 12:28 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By Joiaron the Halfling Rogue level 38
58th Dusk 123rd year of Ascendancy at 12:53 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Joiaron the Halfling Rogue level 37
1st Dusk 123rd year of Ascendancy at 11:30 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Joiaron the Halfling Rogue level 29
71st Regrowth 123rd year of Ascendancy at 07:07 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Joiaron the Halfling Rogue level 22
10th Allure 123rd year of Ascendancy at 15:11 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Joiaron the Halfling Rogue level 26
12nd Regrowth 123rd year of Ascendancy at 12:31 see stats
Log
Joiaron disarms a trap (intruder alarm).
Joiaron performs a melee critical strike against Multi-hued drake hatchling!
Joiaron performs a melee critical strike against Multi-hued drake hatchling!
Melee retaliation hits Joiaron for 4 fire, 5 cold, 4 fire, 5 cold (18 total damage).
Joiaron hits Multi-hued drake hatchling for 351 physical damage.
Joiaron killed Multi-hued drake hatchling!
You pickup 0.55 gold pieces.
Ran for 4 turns (stop reason: hostile spotted to the southeast (multi-hued drake hatchling)).
Multi-hued drake hatchling misses Joiaron.
Multi-hued drake hatchling uses Ice Claw.
Multi-hued drake hatchling misses Joiaron.
Multi-hued drake hatchling misses Joiaron.
Multi-hued drake hatchling misses Joiaron.
Multi-hued drake hatchling misses Joiaron.
There is a way to the next level here (press '' or right click to use).
You gain 0.31 gold from the transmogrification of acidic voratun shield of lightning resistance (+26%) (0 def, 10 armour, 190 block).
You gain 4.52 gold from the transmogrification of Getythad (20 def, 8 armour).
You gain 2.89 gold from the transmogrification of Umbratickler (30-36 power, 6 apr, arcane element).
There is a way to the previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.


































































































































