Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.1 |
| Addons | Possessor Bonus Class 1.5.0Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Improved player targetting 1.2.0Player's targetting improvements. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 50 / 572% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 18 on the 73rd Haze 122nd year of Ascendancy at 07:51 0 / 8Killed by minotaur at level 26 on the 59th Regrowth 123rd year of Ascendancy at 18:55 Killed by orc cryomancer at level 26 on the 59th Regrowth 123rd year of Ascendancy at 21:53 Killed by Kra'Tor the Gluttonous at level 26 on the 60th Regrowth 123rd year of Ascendancy at 04:57 Killed by Glorymikira the naga myrmidon at level 26 on the 61st Regrowth 123rd year of Ascendancy at 04:34 Killed by Glorymikira the naga myrmidon at level 26 on the 61st Regrowth 123rd year of Ascendancy at 06:00 Killed by sin's Inner Demon at level 39 on the 47th Dusk 123rd year of Ascendancy at 09:25 Killed by Atamathon the Giant Golem at level 50 on the 5th Regrowth 124th year of Ascendancy at 21:32 |
| Antimagic | Follower |
Primary Stats
| Strength | 95 (base 59) |
| Dexterity | 101 (base 60) |
| Constitution | 92 (base 60) |
| Magic | 23 (base 14) |
| Willpower | 69 (base 35) |
| Cunning | 51 (base 16) |
Resources
| Life | -768/1429 |
| Stamina | 264/312 |
| Equilibrium | 35 |
| Healing Factor | 1.4694656488548 |
| Regeneration | 222.2530747555 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | +10% |
| Spell | +15% |
| Global | +109% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 47.891010379467 |
| See Invisible | 38.891010379467 |
Offense: Mainhand
| Damage | 210 |
| Accuracy | 83 |
| Crit Chance | 52% |
| APR | 51 |
| Speed | 0.70 |
Offense: Spell
| Spellpower | 5.25 |
| Crit Chance | 16% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 16% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| All | +27% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 24 (75.817490494297%) |
| Defense | 56 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 80 |
| Mental Save | 59 |
Defense: Resistances
| All | + 53%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 69% |
| Disarm Resistance | 93% |
| Instadeath Resistance | 100% |
| Blind Resistance | 31% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 324 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (70% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 734 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 628% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Munitions | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Archery training | 1.60 |
| 4/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Archery prowess | 1.60 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.10 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Wild Growth |
| talent | Venomous Ammunition |
| talent | Elemental Harmony |
| beneficial effect | The target calls upon its inner resources, improving all damage by 18% and reducing all damage taken by 18%. Wrath of the Woods |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases all resists by 8%. Elemental Harmony |
| beneficial effect | The target is recovering 31 life each turn. Recovery |
| beneficial effect | A flow of life spins around the target, regenerating 146.88 life per turn. Regeneration |
| beneficial effect | You gain 35% resistance against nature. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Disengage (+1 level(s)). | done |
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 talent Vitality (+1 level(s)). | 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 talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Cunning by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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: 1509. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. 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 the fox. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. 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 have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 | active |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | pair of dwarven-steel boots 'Shockqueller' (0 def, 4 armour) pair of dwarven-steel boots 'Shockqueller' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 12 lightning Changes resistances: +8% fire / +5% arcane / +10% cold Changes resistances penetration: +25% lightning / +25% arcane Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Heathack (17/21, 71-99.4 power, 36 apr) Heathack (17/21, 71-99.4 power, 36 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 71.0 - 99.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +21.0% Capacity: 21 On weapon hit: * Slows global speed by 40% * 20 arcane resource burn * 10% chance to knock the target back * 10% chance to crush the target Travel speed: +200% Damage (Ranged): +74 insidious poison / +56 physical / +30 gravity / +8 light Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +4 light / +8 fire Arrows are used with bows to pierce your foes to death. |
| Light source | watchleader's dwarven lantern of the zealot watchleader's dwarven lantern of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Spell save: +9 (+1 eff.) Blindness immunity: +31% Confusion immunity: +16% Light radius: +7 See stealth: +14 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow 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 (+4 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 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.), costing 23 power out of 16/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | voratun ring 'Scaldwind' voratun ring 'Scaldwind'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 23 bleed Damage when hit (Melee): 8 nature Changes stats: +10 Cun / +3 Con Changes resistances: +5% arcane / +34% fire Changes resistances penetration: +15% fire Changes damage: +12% acid / +32% fire Spell save: +20 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +43% Hate when firing a critical mind attack: +3.00 Maximum stamina: +20.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| On fingers | Ring of the War Master 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 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Shield defense +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Pugilism +0.30 Technique / Superiority +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around waist | Chalentir the Shimmerbreaker Chalentir the ShimmerbreakerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 12 lightning Changes stats: +7 Str / +6 Dex / +7 Wil / +5 Cun Changes damage: +9% lightning Physical save: +19 (+6 eff.) Spell save: +32 (+6 eff.) Mental save: +20 (+5 eff.) Disarm immunity: +50% A belt that goes around your waist. |
| In main hand | Polimiwen the Torchthorn Polimiwen the TorchthornRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +53 fire When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +11.0% Changes stats: +3 Dex Changes resistances: +3% lightning / +9% fire / +5% arcane Changes resistances penetration: +23% fire / +66% physical Changes damage: +66% physical Global speed: +9% Longbows are used to shoot arrows at your foes. |
| On hands | scouring drakeskin leather gloves of the iron hand (0 def, 3 armour) scouring drakeskin leather gloves of the iron hand (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects when hit in melee: * 29% chance to reduce effective powers by 20% * 35 arcane resource burn Changes stats: +5 Str / +4 Wil / +5 Con Talent mastery: +0.20 Technique / Grappling Spell save: +18 (+3 eff.) Disarm immunity: +43% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | multi-hued reinforced leather armour of alacrity (4 def, 7 armour) =speed= multi-hued reinforced leather armour of alacrity (4 def, 7 armour) =speed=Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +8% acid / +11% physical / +13% cold / +11% fire / +15% lightning Mindpower: +8 (+2 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
| Cloak | Cuthogorn (2 def, 0 armour) Cuthogorn (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes resistances: +20% blight / +15% acid Spell save: +20 (+4 eff.) Maximum life: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's stralite amulet of dexterity (+12) wanderer's stralite amulet of dexterity (+12)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +12 Dex / +7 Cun / +7 Con Life regen: +0.70 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
Inventory
heroism infusion of the warrior (+21 for 11 turns, die at -984) heroism infusion of the warrior (+21 for 11 turns, die at -984)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -984 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (672% speed; 6 turns) movement infusion (672% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 672% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 21%; cure physical) wild infusion (resist 21%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 21% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 17%; cure mental) wild infusion (resist 17%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 28%; cure physical) wild infusion of the duelist (resist 28%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 27%; cure physical) wild infusion of the duelist (resist 27%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 26%; cure physical) wild infusion of the duelist (resist 26%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (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 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 27%; cure mental) wild infusion of the psychic (resist 27%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 15%; cure mental, physical) wild infusion of the sneak (resist 15%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 20%; cure magical) wild infusion of the titan (resist 20%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 22%; cure mental) wild infusion of the warrior (resist 22%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 24%; cure magical) wild infusion of the warrior (resist 24%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 27%; cure magical) wild infusion of the wizard (resist 27%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (426.00 temporal damage, removed from time 4 turns) Rune of the Rift (426.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 540.05 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Adithra AdithraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +6 Changes stats: +4 Str / +3 Dex / +9 Wil Changes resistances: +15% physical / +29% mind / +9% nature Changes damage: +10% physical Critical mult.: +6.00% Confusion immunity: +50% Stamina each turn: +1.10 Maximum life: +30.00 Combat speed: +10% Amulets can have magical properties. |
gold amulet 'Glarewither' gold amulet 'Glarewither'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +17% blight / +19% nature / +9% light Changes resistances penetration: +15% fire Changes damage: +21% fire Poison immunity: +22% Disease immunity: +29% Light radius: +2 Amulets can have magical properties. |
savior's stralite amulet savior's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +18 (+5 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+3 eff.) Amulets can have magical properties. |
savior's voratun amulet savior's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +23 (+7 eff.) Spell save: +17 (+3 eff.) Mental save: +16 (+4 eff.) Amulets can have magical properties. |
serendipitous stralite amulet serendipitous stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +11 (+4 eff.) Changes stats: +7 Lck Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
vitalizing stralite amulet of mastery (0.34 Technique / Marksmanship) vitalizing stralite amulet of mastery (0.34 Technique / Marksmanship)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Talent mastery: +0.34 Technique / Marksmanship Physical save: +14 (+4 eff.) Life regen: +1.20 Maximum life: +61.00 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet of perfection (0.34 Technique / Archery prowess,0.34 Technique / Combat training) voratun amulet of perfection (0.34 Technique / Archery prowess,0.34 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.34 Technique / Archery prowess +0.34 Technique / Combat training Amulets can have magical properties. |
wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Cun / +4 Con Life regen: +0.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 7 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. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 27 power out of 50/50) : Effective talent level: 2.0 Power cost: 27 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 29 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Silivea the stralite ring Silivea the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +6% temporal Changes resistances penetration: +15% mind Changes damage: +21% temporal Mental save: +13 (+3 eff.) Confusion immunity: +32% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Sulfur's kiss the gold ring Sulfur's kiss the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +12 Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +4 Con Physical save: +13 (+4 eff.) Spell save: +14 (+2 eff.) Mental save: +11 (+3 eff.) Rings can have magical properties. |
savage's voratun ring of tenacity savage's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Con Spell save: +16 (+3 eff.) Disarm immunity: +42% Pinning immunity: +34% Knockback immunity: +36% Maximum life: +25.00 Maximum stamina: +24.00 Rings can have magical properties. |
sneakthief's voratun ring of pilfering sneakthief's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +13 Defense: +10 (+3 eff.) Changes stats: +7 Cun / +6 Dex It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.4 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
steel ring of lightning (+24%) steel ring of lightning (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Rings can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
blazebringer's dragonbone longbow of dexterity (+11) blazebringer's dragonbone longbow of dexterity (+11)Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +29 fire When wielded/worn: Changes stats: +11 Dex Changes resistances penetration: +18% fire / +23% physical Global speed: +4% Longbows are used to shoot arrows at your foes. |
caustic dragonbone longbow of true flight caustic dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 8% chance to corrode armour by 30% When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +21.0% Changes resistances penetration: +18% acid Life regen: +3.00 Longbows are used to shoot arrows at your foes. |
mighty dragonbone longbow of dexterity (+6) mighty dragonbone longbow of dexterity (+6)Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical power: +18 (+4 eff.) Changes stats: +5 Str / +6 Dex Changes resistances penetration: +18% physical Longbows are used to shoot arrows at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag 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 (+6 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, costing 131 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." |
Natolach NatolachInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +11% lightning / +15% temporal / +12% darkness / +15% blight / +9% cold / +5% arcane / +9% acid Spell save: +30 (+6 eff.) Maximum psi: +20.00 A belt that goes around your waist. |
balancing hardened leather belt of dampening balancing hardened leather belt of dampeningInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +5 Cun / +5 Dex Changes resistances: +6% acid / +7% fire / +6% cold / +7% lightning Mental crit. chance: +8% A belt that goes around your waist. |
cashmere cloak of fog (7 def, 0 armour) cashmere cloak of fog (7 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +18% light / +14% fire Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak of backstabbing (3 def, 0 armour) wyrmwaxed elven-silk cloak of backstabbing (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Changes resistances: +6% acid / +8% fire / +7% cold / +7% lightning Critical mult.: +23.00% Stealth bonus: +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
iron helm of the depths (0 def, 3 armour) =water= iron helm of the depths (0 def, 3 armour) =water=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +7% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
troll-hide drakeskin leather armour of alacrity (5 def, 8 armour) troll-hide drakeskin leather armour of alacrity (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Life regen: +11.60 Maximum life: +57.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +18% A suit of armour made of leather. |
Hanirin the Roottrencher (19/19, 42.5-59.5 power, 14 apr) =slow40p= Hanirin the Roottrencher (19/19, 42.5-59.5 power, 14 apr) =slow40p=Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 On weapon hit: * Slows global speed by 40% * 40% chance to inflict 15% damage reduction Damage (Ranged): +16 acid / +26 temporal / +42 nature Burst (radius 1) on hit: +20 nature Burst (radius 2) on crit: +8 darkness Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of torment (18/18, 54.5-76.3 power, 18 apr) barbed quiver of dragonbone arrows of torment (18/18, 54.5-76.3 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 18 On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing Damage (Ranged): +8 bleed / +11 mind / +17 darkness Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows of annihilation (21/21, 58-81.2 power, 23 apr) barbed quiver of elven-wood arrows of annihilation (21/21, 58-81.2 power, 23 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 58.0 - 81.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +14.5% Capacity: 21 On weapon crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing Travel speed: +200% Damage (Ranged): +17 bleed Arrows are used with bows to pierce your foes to death. |
deadly quiver of dragonbone arrows of crippling (19/19, 67-93.8 power, 18 apr) deadly quiver of dragonbone arrows of crippling (19/19, 67-93.8 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 67.0 - 93.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +14.0% Capacity: 19 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
hateful quiver of dragonbone arrows of gravity (22/22, 53-74.2 power, 18 apr) hateful quiver of dragonbone arrows of gravity (22/22, 53-74.2 power, 18 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 10% chance to crush the target Damage (Ranged): +20 gravity / +41 darkness Damage against: +24% Living Arrows are used with bows to pierce your foes to death. |
inquisitor's quiver of dragonbone arrows of erosion (23/23, 54.5-76.3 power, 18 apr) inquisitor's quiver of dragonbone arrows of erosion (23/23, 54.5-76.3 power, 18 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon crit: * burns latent spell energy Damage (Ranged): +15 manaburn arcane / +21 nature / +23 temporal Arrows are used with bows to pierce your foes to death. |
inquisitor's quiver of elven-wood arrows of annihilation (19/19, 51.5-72.1 power, 23 apr) inquisitor's quiver of elven-wood arrows of annihilation (19/19, 51.5-72.1 power, 23 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 51.5 - 72.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +11.5% Capacity: 19 On weapon crit: * burns latent spell energy Travel speed: +200% Damage (Ranged): +26 manaburn arcane Arrows are used with bows to pierce your foes to death. |
thought-forged quiver of dragonbone arrows of gravity (20/20, 52-72.8 power, 18 apr) thought-forged quiver of dragonbone arrows of gravity (20/20, 52-72.8 power, 18 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 Turns elapse between self-loadings: 6 On weapon hit: * 17% chance to cause random gloom * 10% chance to crush the target Damage (Ranged): +18 gravity / +18 mind Arrows are used with bows to pierce your foes to death. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 177.29 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 66 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 7 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) Rod of Recall (3/3)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, costing 133 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 (4/4) Rod of Spydric Poison (4/4)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 370.17 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 17 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
hateful voratun torque of kinetic psionic shield [power 149] (14 cooldown) hateful voratun torque of kinetic psionic shield [power 149] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 149 for 7 turns, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of thermal psionic shield [power 143] (20 cooldown) overpowered dwarven-steel torque of thermal psionic shield [power 143] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 143 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of charged psionic shield [power 119] (10 cooldown) quick voratun torque of charged psionic shield [power 119] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 119 for 7 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
quiet voratun torque of psychoportation [power 52] (20 cooldown) quiet voratun torque of psychoportation [power 52] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +3 Silence It can be used to teleport randomly (rad 52), putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Hanoleg' [power 537] (6 cooldown) voratun torque of mindblast 'Hanoleg' [power 537] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +1 Str / +3 Mag Changes resistances penetration: +15% temporal Talent granted: +6 Telekinetic Blast See invisible: +9 It can be used to fire a blast of psionic energies in a range 9 beam dealing 340.38 to 680.76 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Heatpunish the yew totem of cure ailments [power 3] (7 cooldown) Heatpunish the yew totem of cure ailments [power 3] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +3 Str / +2 Mag / +6 Cun Changes resistances: +12% fire Talent cooldown: Lay Web (-1 turn) Talent granted: +3 Lay Web Light radius: +3 Infravision radius: +3 It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of cure ailments [power 7] (10 cooldown) overpowered dragonbone totem of cure ailments [power 7] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 7 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of thorny skin [power 128] (20 cooldown) overpowered dragonbone totem of thorny skin [power 128] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 128 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
webbed dragonbone totem of healing [power 232] (14 cooldown) webbed dragonbone totem of healing [power 232] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Lay Web (-1 turn) Talent granted: +3 Lay Web It can be used to heal a target within range 9 (based on Willpower) for 232, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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
Found the mysterious staff and told Last Hope about it.By sin the Thalore Archer level 28
68th Regrowth 123rd year of Ascendancy at 02:42 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By sin the Thalore Archer level 41
58th Dusk 123rd year of Ascendancy at 21:45 see stats
Against all odds
Killed Ukruk in the ambush.By sin the Thalore Archer level 28
63rd Regrowth 123rd year of Ascendancy at 06:19 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By sin the Thalore Archer level 19
1st Regrowth 123rd year of Ascendancy at 12:49 see stats
Arachnophobia
Destroyed the spydric menace.By sin the Thalore Archer level 40
52nd Dusk 123rd year of Ascendancy at 11:30 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By sin the Thalore Archer level 38
35th Dusk 123rd year of Ascendancy at 12:48 see stats
Brave new world
Went to the Far East and took part in the war.By sin the Thalore Archer level 30
79th Regrowth 123rd year of Ascendancy at 12:40 see stats
Bringer of Doom
Killed a Bringer of Doom.By sin the Thalore Archer level 48
73rd Haze 123rd year of Ascendancy at 13:15 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By sin the Thalore Archer level 22
29th Regrowth 123rd year of Ascendancy at 07:20 see stats
Destroyer's bane
Killed Golbug the Destroyer.By sin the Thalore Archer level 29
76th Regrowth 123rd year of Ascendancy at 13:33 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By sin the Thalore Archer level 37
11st Dusk 123rd year of Ascendancy at 04:30 see stats
Dragon's Greed
Amassed 8000 gold pieces.By sin the Thalore Archer level 39
47th Dusk 123rd year of Ascendancy at 10:34 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By sin the Thalore Archer level 17
73rd Haze 122nd year of Ascendancy at 07:42 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By sin the Thalore Archer level 50
74th Haze 123rd year of Ascendancy at 17:15 see stats
Exterminator
Killed 1000 creatures.By sin the Thalore Archer level 17
68th Haze 122nd year of Ascendancy at 20:52 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By sin the Thalore Archer level 20
23rd Regrowth 123rd year of Ascendancy at 05:02 see stats
Fear me not!
Survived the Fearscape!By sin the Thalore Archer level 33
50th Pyre 123rd year of Ascendancy at 12:29 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By sin the Thalore Archer level 45
24th Haze 123rd year of Ascendancy at 00:05 see stats
Guiding Hand
Saved all escorted adventurers.By sin the Thalore Archer level 28
72nd Regrowth 123rd year of Ascendancy at 17:13 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By sin the Thalore Archer level 24
47th Regrowth 123rd year of Ascendancy at 02:11 see stats
Level 10
Got a character to level 10.By sin the Thalore Archer level 10
58th Dusk 122nd year of Ascendancy at 04:38 see stats
Level 20
Got a character to level 20.By sin the Thalore Archer level 20
8th Regrowth 123rd year of Ascendancy at 19:50 see stats
Level 30
Got a character to level 30.By sin the Thalore Archer level 30
76th Regrowth 123rd year of Ascendancy at 13:33 see stats
Level 40
Got a character to level 40.By sin the Thalore Archer level 40
47th Dusk 123rd year of Ascendancy at 14:37 see stats
Level 50
Got a character to level 50.By sin the Thalore Archer level 50
74th Haze 123rd year of Ascendancy at 15:46 see stats
Orcrist
Killed the leaders of the Orc Pride.By sin the Thalore Archer level 44
22nd Haze 123rd year of Ascendancy at 15:33 see stats
Portal destroyer
Fought the two Sorcerers and closed one invocation portal.By sin the Thalore Archer level 50
74th Haze 123rd year of Ascendancy at 17:14 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By sin the Thalore Archer level 40
49th Dusk 123rd year of Ascendancy at 14:12 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By sin the Thalore Archer level 19
9th Decay 122nd year of Ascendancy at 21:41 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By sin the Thalore Archer level 25
53rd Regrowth 123rd year of Ascendancy at 20:12 see stats
Size is everything
Did over 1500 damage in one attack.By sin the Thalore Archer level 30
80th Regrowth 123rd year of Ascendancy at 20:58 see stats
Size matters
Did over 600 damage in one attack.By sin the Thalore Archer level 26
60th Regrowth 123rd year of Ascendancy at 01:41 see stats
Sliders
Activated a portal using the Orb of Many Ways.By sin the Thalore Archer level 30
76th Regrowth 123rd year of Ascendancy at 14:52 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By sin the Thalore Archer level 50
5th Decay 123rd year of Ascendancy at 17:01 see stats
The Arena
Unlocked Arena mode.By sin the Thalore Archer level 10
58th Dusk 122nd year of Ascendancy at 04:39 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By sin the Thalore Archer level 45
22nd Haze 123rd year of Ascendancy at 18:44 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By sin the Thalore Archer level 12
7th Haze 122nd year of Ascendancy at 02:10 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By sin the Thalore Archer level 16
61st Haze 122nd year of Ascendancy at 05:16 see stats
The secret city
Discovered the truth about mages.By sin the Thalore Archer level 10
62nd Dusk 122nd year of Ascendancy at 18:59 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By sin the Thalore Archer level 18
75th Haze 122nd year of Ascendancy at 03:21 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By sin the Thalore Archer level 32
40th Pyre 123rd year of Ascendancy at 01:15 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By sin the Thalore Archer level 16
60th Haze 122nd year of Ascendancy at 22:49 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By sin the Thalore Archer level 24
53rd Regrowth 123rd year of Ascendancy at 11:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By sin the Thalore Archer level 17
73rd Haze 122nd year of Ascendancy at 07:09 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By sin the Thalore Archer level 26
62nd Regrowth 123rd year of Ascendancy at 06:58 see stats
Log
Sin is invigorated by the attack!
Sin is invigorated by the attack!
Sin's mind surges with critical power!
Sin is invigorated by the attack!
Sin is invigorated by the attack!
Stone Guardian uses Tentacle Grab.
Atamathon the Giant Golem resists the grab!
Atamathon the Giant Golem reflects damage back to sin!
Atamathon the Giant Golem hits sin for 199 nature, 7 arcane, 54 physical, 30 fire, 3 nature, 100 physical, 7 physical, 2 light, 3 fire, 1 light, 5 fire, 10 nature, 15 nature (436 total damage).
Sin's Explosive Shot hits Atamathon the Giant Golem for 157 nature, 10 arcane, 44 physical, 42 fire, 3 nature, 83 physical, 6 physical, 2 light, 6 fire, 1 light, 6 fire (361 total damage).
Venomous Ammunition hits Atamathon the Giant Golem for 9 nature, 22 nature (32 total damage).
Sin uses Snipe.
Sin takes aim...
Sin is invigorated by the attack!
Atamathon the Giant Golem reflects damage back to sin!
Atamathon the Giant Golem hits sin for 8 nature damage.
Sin's crippling poison area effect hits Atamathon the Giant Golem for 25 nature damage.
Sin uses Infusion: Regeneration.
Sin starts regenerating health quickly.
Sin uses Snipe.
Sin uses Snipe.
Sin is no longer aiming.
Stone Guardian uses Ooze Spit.
Stone Guardian's mind surges with critical power!
Sin's Snipe performs a ranged critical strike against Atamathon the Giant Golem!
sin reacts to an attack from Atamathon the Giant Golem, mitigating the blow!.
Sin is recovering from the damage!
Saving game...
