











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 | Nightmare Exploration |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 50 / 4573% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 6 on the 10th Mirth 122nd year of Ascendancy at 23:51 / 13Killed by Forest Troll Hedge-Wizard at level 8 on the 1st Summertide 122nd year of Ascendancy at 01:13 Killed by Polynor the great wolf at level 17 on the 57th Haze 122nd year of Ascendancy at 23:07 Killed by Grgglck the Devouring Darkness at level 18 on the 62nd Haze 122nd year of Ascendancy at 08:29 Killed by Weirdling Beast at level 19 on the 63rd Haze 122nd year of Ascendancy at 00:53 Killed by Weirdling Beast at level 19 on the 63rd Haze 122nd year of Ascendancy at 02:24 Killed by Weirdling Beast at level 19 on the 63rd Haze 122nd year of Ascendancy at 04:36 Killed by Weirdling Beast at level 19 on the 63rd Haze 122nd year of Ascendancy at 06:18 Killed by Weirdling Beast at level 19 on the 63rd Haze 122nd year of Ascendancy at 07:54 Killed by Weirdling Beast at level 19 on the 63rd Haze 122nd year of Ascendancy at 09:26 Killed by Weirdling Beast at level 19 on the 63rd Haze 122nd year of Ascendancy at 11:02 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 4th Mirth 124th year of Ascendancy at 13:35 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 4th Mirth 124th year of Ascendancy at 14:53 |
Primary Stats
Strength | 28 (base 19) |
Dexterity | 60 (base 11) |
Constitution | 40 (base 27) |
Magic | 159 (base 65) |
Willpower | 98 (base 61) |
Cunning | 90 (base 61) |
Resources
Life | 639/639 |
Mana | 737/737 |
Healing Factor | 1.4720296804756 |
Regeneration | 23.920482307729 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +99.88967221257% |
Spell | +15% |
Global | +134.51659701343% |
Vision
Sight | 10 |
Lite | 15.848160056207 |
See Stealth | 54.084388715889 |
See Invisible | 126.92154408948 |
Offense: Mainhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 105 |
Crit Chance | 91% |
Speed | 0.8695652173913 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +84% |
Physical | +17% |
Blight | +10% |
Arcane | +13% |
Darkness | +31% |
All | +7% |
Offense: Damage Penetration
Lightning | +87% |
All | 0% |
Defense: Base
Armour (hardiness) | 93.130235178848 (84.687909656376%) |
Defense | 68 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 73 |
Spell Save | 62 |
Mental Save | 77 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 46%( 70%) |
Arcane | + 66%( 70%) |
Cold | + 59%( 70%) |
All | + 37%( 70%) |
Lightning | + 59%( 70%) |
Light | + 46%( 70%) |
Temporal | + 45%( 70%) |
Physical | + 48%( 70%) |
Darkness | + 48%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Teleport Resistance | 25% |
Pinning Resistance | 100% |
Disarm Resistance | 21% |
Confusion Resistance | 100% |
Silence Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1686 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 337 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (195 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Air | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.50 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.80 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Secrets of the Eternals |
talent | Keen Senses |
talent | Chant of Fortress |
talent | Thunderstorm |
talent | Tempest |
talent | Arcane Power |
talent | Disruption Shield |
talent | Premonition |
talent | Shielding |
talent | Hurricane |
talent | Feather Wind |
talent | Phantasmal Shield |
talent | Essence of Speed |
talent | Aether Permeation |
talent | Spellcraft |
talent | Arcane Shield |
detrimental effect | Zone-wide effect: +10% physical damage, -10% physical resistance, -10% mindpower, -20% knockback immunity. Uncontrolled anger |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed 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 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +5. | 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 Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)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 Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Forest Troll Hedge-Wizard. Escort: temporal explorer (level 3 of Trollmire) | failed |
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 |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 76): Mirror MatchYou completed the challenge and received: Random Artifact: Gloves of the Firm Hand (0 def, 8 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 78): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 79): ExterminatorYou completed the challenge and received: Random Artifact: Winterwoe (0 def, 5 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 81): Mirror MatchYou completed the challenge and received: Random Artifact: Eromarab (0 def, 13 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 83): Mirror MatchYou completed the challenge and received: Random Artifact: Oakwend (20 def, 3 armour) | 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 |
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: 3327. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity 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 stoneskin. 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 within2 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 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Mag / +2 Cun / +2 Con Changes resistances: +6% cold Critical mult.: +20.00% Physical save: +15 (+3 eff.) Mental save: +19 (+4 eff.) Maximum mana: +100.00 Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +20 (+6 eff.) Armour: +8 Effects on melee hit: * 24% chance to reduce damage dealt by 26% Changes stats: +6 Con / +8 Mag Changes resistances: +15% blight / +10% cold / +9% temporal Changes damage: +9% darkness Physical save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Life regen: +16.00 Maximum stamina: +20.00 Spellpower: +17 (+3 eff.) Light radius: +7 See stealth: +24 See invisible: +25 Defense after a teleport: +15 Resist all after a teleport: +16% New effects duration reduction after a teleport: +25% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Mag / +5 Wil Mana each turn: +1.80 Mana when hit: +1.90 Maximum mana: +88.00 Spellpower: +13 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 22 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +5 Dex / +8 Mag / +8 Wil Changes damage: +15% darkness Spellpower on spell critical (stacks up to 3 times): +13 Maximum mana: +100.00 Spell crit. chance: +7% It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+6 eff.) Changes stats: +8 Cun / +17 Dex Changes resistances: +3% physical / +3% darkness / +3% temporal Changes damage: +20% lightning Damage affinity(heal): +20% lightning Physical save: +17 (+4 eff.) Spell save: +14 (+3 eff.) Mental save: +30 (+7 eff.) Disarm immunity: +21% Confusion immunity: +71% Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 41 Changes stats: +7 Cun Changes resistances: +9% nature / +15% acid Changes resistances penetration: +31% lightning Mental save: +28 (+6 eff.) Confusion immunity: +50% Teleport immunity: +25% See invisible: +12 Healing mod.: +25% Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +10 Mag / +6 Wil Changes resistances: +15% light / +14% darkness Mana when firing critical spell: +2.45 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Light radius: +4 Damage Shield penetration: +37% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+8 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+5 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 199 to 398 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. This item has been sent to the Item's Vault. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. This item has been sent to the Item's Vault. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 (+5 eff.) Damage when hit (Melee): 11 mind Changes stats: +6 Mag / +6 Wil Changes resistances: +15% all Critical mult.: +20.00% Physical save: +18 (+4 eff.) Silence immunity: +50% Stamina each turn: +3.00 Spellpower on spell critical (stacks up to 3 times): +18 Maximum mana: +105.59 Spellpower: +20 (+3 eff.) Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +18 Defense: +17 (+4 eff.) Damage when hit (Melee): 10 light Changes stats: +4 Mag / +4 Wil Changes resistances: +19% cold Changes damage: +6% arcane / +3% blight Physical save: +19 (+4 eff.) Spell save: +23 (+5 eff.) Mental save: +16 (+4 eff.) Mana each turn: +0.08 Mana when firing critical spell: +1.00 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Requires: - Level 35 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. This item has been sent to the Item's Vault. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1296 damage for 5 turns. 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1066 damage for 4 turns. 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 spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Dex / +7 Mag / +14 Cun Changes damage: +20% lightning Damage affinity(heal): +20% lightning Spellpower: +11 (+2 eff.) Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great! |
![]() voratun battleaxe (56-84 power, 4 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
![]() blazebringer's voratun dagger of shearing (39-51 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +62 fire When wielded/worn: Accuracy: +25 (+9 eff.) Armour penetration: +15 Changes resistances penetration: +19% fire / +15% all Global speed: +7% Sharp, short and deadly. |
![]() elemental stralite dagger of paradox (26-34 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 155 cold damage (1/turn) Damage (Melee): +17 temporal When wielded/worn: Changes resistances: +17% temporal Changes resistances penetration: +25% cold Changes damage: +19% cold Sharp, short and deadly. |
![]() elemental stralite dagger of phasing (28-37 power, 28 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +28 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 155 acid damage (1/turn) Damage Shield penetration (this weapon only): +18% When wielded/worn: Changes resistances penetration: +18% acid Changes damage: +23% acid Sharp, short and deadly. |
![]() warbringer's voratun dagger (38-50 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +7 Con Changes resistances penetration: +15% physical Disarm immunity: +33% Sharp, short and deadly. |
![]() dwarven-steel greatsword (35-56 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 37.57 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area Activation costs 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() balanced stralite longsword of evisceration (34-48 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +13.0% Physical power: +13 (+4 eff.) Defense: +13 (+3 eff.) Disarm immunity: +44% Sharp, long, and deadly. |
![]() quick voratun longsword of enduring (44-61 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+9 eff.) Changes stats: +7 Dex / +15 Wil / +14 Con Maximum life: +110.00 Combat speed: +10% Sharp, long, and deadly. |
![]() nature's pulsing mindstar of gales (13-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +27 (+7 eff.) Changes resistances: +9% blight Changes damage: +13% lightning / +13% cold / +9% nature / +13% physical Talent granted: +1 Attune Mindstar Disease immunity: +21% Pinning immunity: +25% Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Duvydan the dragonbone starstaff (30-36 power, 6 apr, light element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +30 (+10 eff.) Physical crit. chance: +19.0% Physical power: +23 (+7 eff.) Defense: +15 (+4 eff.) Changes stats: +5 Cun / +3 Wil Changes resistances: +15% lightning Changes resistances penetration: +25% mind Changes damage: +30% light / +9% mind Talent granted: +1 Command Staff Spellpower: +33 (+5 eff.) Spell crit. chance: +13% Mental crit. chance: +2% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 4.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area and deals 277.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone starstaff of wizardry (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. 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: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes damage: +30% temporal Talent granted: +1 Command Staff Maximum mana: +95.00 Spellpower: +27 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood vilestaff of greater warding (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +11 Defense: +11 (+3 eff.) Maximum wards: +3 blight Changes damage: +25% blight Talents granted: +3 Ward +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+4 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 5.9 Power cost: 60 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 7 turns and damaging it for 451.49. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() voratun waraxe 'Voidmark' (54-75 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 53.5 - 74.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +26 acid When wielded/worn: Effects on melee hit: * 26% chance to reduce damage dealt by 26% Changes stats: +6 Dex Changes resistances: +26% darkness / +12% temporal Physical save: +24 (+5 eff.) Mental save: +24 (+5 eff.) Stun/Freeze immunity: +26% Maximum life: +130.58 One-handed war axes. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +6% blight Damage against: +17% Summoned Reduced damage from: +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() cashmere cloak 'Radhotar' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +13 Physical power: +39 (+13 eff.) Defense: +2 (+1 eff.) Changes stats: +16 Str Changes resistances: +12% blight / +9% cold Physical save: +11 (+2 eff.) Mental save: +11 (+3 eff.) Only die when reaching: -50.00 life Healing mod.: +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() mindwoven elven-silk robe of blight (+30%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +30% blight / +15% all Changes damage: +30% blight Mental save: +27 (+6 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() shimmering elven-silk robe of life (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +20% blight / +15% all Changes damage: +29% arcane Life regen: +6.00 Maximum life: +100.00 Maximum mana: +98.00 Healing mod.: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() insulating pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +15% fire / +13% cold Stamina each turn: +1.00 Maximum stamina: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() restful hardened leather gloves of spellstriking (0 def, 2 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 13 arcane Changes stats: +7 Mag / +7 Wil Changes resistances: +8% arcane Changes damage: +8% arcane Life regen: +6.00 Stamina each turn: +1.30 Maximum stamina: +26.00 Spellpower: +9 (+1 eff.) When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +13 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() storm drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+9 eff.) Armour: +3 Damage (Melee): 15 lightning Changes stats: +4 Dex Changes resistances: +10% lightning Changes damage: +11% lightning When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). Damage (radius 2) on crit: +15 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() elven-silk wizard hat of arcana (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Spellpower: +6 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() voratun mail armour of command (20 def, 19 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +20 (+5 eff.) Fatigue: +12% Changes stats: +5 Cun Mental save: +24 (+5 eff.) A suit of armour made of mail. |
![]() Gunoregrim the drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +2 Str / +3 Dex / +4 Mag Changes resistances: +8% arcane / +20% temporal Changes damage: +9% temporal Spell save: +25 (+6 eff.) Infravision radius: +2 Combat speed: +30% Casting speed: +30% Mental speed: +30% A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of command (35 def, 17 armour) Requires: - Strength 20 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +17 Defense: +35 (+9 eff.) Fatigue: +8% Changes stats: +6 Cun Changes resistances: +18% nature / +20% blight Mental save: +20 (+5 eff.) A suit of armour made of leather. |
![]() prismatic drakeskin leather armour of alacrity (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +17% light / +19% darkness Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() prismatic reinforced leather armour of thunder (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +20 (+6 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Mag / +9 Wil Changes resistances: +18% lightning / +18% light / +18% darkness Spellpower: +22 (+4 eff.) Spell crit. chance: +9% Mindpower: +22 (+8 eff.) Mental crit. chance: +9% A suit of armour made of leather. |
![]() mindwoven mummy wrappings of darkness (+37%) (5 def, 2 armour) Powered by arcane forces Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +8 Mag Changes resistances: +37% darkness / -25% fire Changes damage: +15% cold / +15% arcane / +40% darkness Mental save: +27 (+6 eff.) Spellpower: +13 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Decaying mummy wrappings. |
![]() acidic dwarven-steel shield of physical resistance (+16%) (0 def, 6 armour, 32-38 power, 76 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.0 - 38.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 On weapon hit: * 22% chance to reduce armor by 51% When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 8 acid Damage when hit (Melee): 13 acid Changes resistances: +16% physical Talent granted: +1 Block Handheld deflection devices. |
![]() acidic dwarven-steel shield of temporal resistance (+16%) (0 def, 6 armour, 26-31 power, 84.5 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.0 - 31.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 On weapon hit: * 22% chance to reduce armor by 51% When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 8 acid Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 13 acid Changes resistances: +16% temporal Talent granted: +1 Block Handheld deflection devices. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
![]() Tidebloom (21/21, 32-45 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 On weapon hit: * 26% chance to reduce armor by 51% Damage (Ranged): +26 acid / +26 cold Damage (radius 1) on hit: +26 cold / +26 arcane / +21 fire Damage (radius 2) on crit: +26 arcane / +26 acid Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 cold Changes stats: +3 Str Spell save: +3 (+0 eff.) Mana each turn: +0.04 Maximum mana: +60.00 Spell crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() voratun pickaxe of wreckage (dig speed 17 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +9 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.5 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +80 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() sentry's pouch of voratun shots of crippling (56/56, 65-78 power, 17 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 65.0 - 78.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +17 Crit. chance: +22.0% Capacity: 56 Turns elapse between self-loadings: 2 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +30 (+10 eff.) Physical power: +30 (+10 eff.) Changes stats: +4 Wil Maximum wards: +6 blight / +6 temporal / +6 mind / +6 fire Changes resistances penetration: +25% lightning Talent granted: +1 Ward Infravision radius: +3 It can be used to create a shield absorbing up to 761 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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 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.
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 Carnath "Lightning" McQue the Shalore Archmage level 36
50th Pyre 123rd year of Ascendancy at 00:56 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 19
73rd Haze 122nd year of Ascendancy at 11:38 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 36
48th Pyre 123rd year of Ascendancy at 08:32 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 41
5th Flare 123rd year of Ascendancy at 15:23 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 43
6th Dusk 123rd year of Ascendancy at 09:59 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
76th Pyre 124th year of Ascendancy at 12:58 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 49
72nd Haze 123rd year of Ascendancy at 21:05 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 40
3rd Flare 123rd year of Ascendancy at 14:53 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
53rd Pyre 124th year of Ascendancy at 05:21 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 48
56th Haze 123rd year of Ascendancy at 11:19 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
71st Regrowth 124th year of Ascendancy at 05:23 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 46
10th Haze 123rd year of Ascendancy at 08:54 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 42
4th Dusk 123rd year of Ascendancy at 15:40 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 39
2nd Mirth 123rd year of Ascendancy at 16:46 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
39th Dusk 124th year of Ascendancy at 08:33 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 40
4th Flare 123rd year of Ascendancy at 18:19 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 37
53rd Pyre 123rd year of Ascendancy at 00:59 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
60th Pyre 124th year of Ascendancy at 19:58 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 20
4th Decay 122nd year of Ascendancy at 13:50 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 25
20th Regrowth 123rd year of Ascendancy at 08:53 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 29
51st Regrowth 123rd year of Ascendancy at 01:25 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
50th Pyre 124th year of Ascendancy at 15:29 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 42
4th Dusk 123rd year of Ascendancy at 16:24 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
55th Regrowth 124th year of Ascendancy at 07:44 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 19
63rd Haze 122nd year of Ascendancy at 13:19 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 44
6th Dusk 123rd year of Ascendancy at 10:36 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
40th Dusk 124th year of Ascendancy at 15:58 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
56th Dusk 124th year of Ascendancy at 08:47 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
54th Regrowth 124th year of Ascendancy at 09:21 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 10
4th Haze 122nd year of Ascendancy at 06:15 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 20
3rd Decay 122nd year of Ascendancy at 21:03 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 30
54th Regrowth 123rd year of Ascendancy at 01:13 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 40
2nd Mirth 123rd year of Ascendancy at 16:46 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
53rd Regrowth 124th year of Ascendancy at 22:08 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 36
50th Pyre 123rd year of Ascendancy at 21:36 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
38th Dusk 124th year of Ascendancy at 03:03 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
4th Mirth 124th year of Ascendancy at 16:04 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 38
67th Pyre 123rd year of Ascendancy at 22:56 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 2
75th Pyre 122nd year of Ascendancy at 04:34 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
28th Pyre 124th year of Ascendancy at 06:08 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
39th Pyre 124th year of Ascendancy at 06:13 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 20
4th Decay 122nd year of Ascendancy at 09:38 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 29
37th Regrowth 123rd year of Ascendancy at 05:17 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 24
19th Regrowth 123rd year of Ascendancy at 07:26 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 19
63rd Haze 122nd year of Ascendancy at 01:53 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 40
2nd Mirth 123rd year of Ascendancy at 17:23 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
36th Dusk 124th year of Ascendancy at 20:21 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 38
67th Pyre 123rd year of Ascendancy at 19:55 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
60th Pyre 124th year of Ascendancy at 19:57 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 19
73rd Haze 122nd year of Ascendancy at 11:38 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 12
7th Haze 122nd year of Ascendancy at 03:00 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 19
73rd Haze 122nd year of Ascendancy at 11:38 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 23
13rd Regrowth 123rd year of Ascendancy at 18:51 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 50
60th Pyre 124th year of Ascendancy at 19:58 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 42
5th Dusk 123rd year of Ascendancy at 20:24 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 45
73rd Dusk 123rd year of Ascendancy at 16:52 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 30
55th Regrowth 123rd year of Ascendancy at 17:23 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 19
69th Haze 122nd year of Ascendancy at 21:14 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 35
48th Pyre 123rd year of Ascendancy at 01:16 see stats
By Carnath "Lightning" McQue the Shalore Archmage level 28
33rd Regrowth 123rd year of Ascendancy at 12:29 see stats
Log
Resting starts...
Carnath "Lightning" McQue slows down.
Talent Chain Lightning is ready to use.
The shield around Carnath "Lightning" McQue crumbles.
Talent Rune: Reflection Shield is ready to use.
Carnath "Lightning" McQue is no longer surging arcane power.
Talent Temporal Shield is ready to use.
The fabric of time around Carnath "Lightning" McQue stabilizes to normal.
Rested for 16 turns (stop reason: all resources and life at maximum).
Carnath "Lightning" McQue picks up (o.): nature's pulsing mindstar of gales (13-14 power, 32 apr, nature damage).
You pickup 0.75 gold pieces.
Talent Aegis is ready to use.
Talent Grace of the Eternals is ready to use.
There is a ladder to the next level here (press '' or right click to use).
Ran for 72 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 114 turns (stop reason: at exit).
Saving game...
Saving done.
The furious lightning storm around Carnath "Lightning" McQue calms down and disappears.