Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 50 / 830% |
| Size | big |
| Lifes / Deaths | Killed by dreaming horror at level 21 on the 24th Iron 123rd year of Ascendancy at 15:03 0 / 7Killed by orc necromancer at level 24 on the 21st Steel 123rd year of Ascendancy at 01:09 Killed by overpowered greater multi-hued wyrm at level 33 on the 24th Stralite 123rd year of Ascendancy at 05:40 Killed by Atamathon the Giant Golem at level 48 on the 27th Dearth 123rd year of Ascendancy at 15:07 Killed by Atamathon the Giant Golem at level 48 on the 27th Dearth 123rd year of Ascendancy at 17:17 Killed by Atamathon the Giant Golem at level 48 on the 27th Dearth 123rd year of Ascendancy at 19:06 Killed by Atamathon the Giant Golem at level 48 on the 27th Dearth 123rd year of Ascendancy at 20:08 |
Primary Stats
| Strength | 156 (base 60) |
| Dexterity | 22 (base 13) |
| Constitution | 56 (base 10) |
| Magic | 84 (base 60) |
| Willpower | 71 (base 60) |
| Cunning | 65 (base 42) |
Resources
| Life | 1494/1494 |
| Mana | 569/569 |
| Equilibrium | 50 |
| Healing Factor | 1.4053097345133 |
| Regeneration | 0.56212389380531 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
| See Stealth | 49.683315893437 |
| See Invisible | 49.683315893437 |
Offense: Mainhand
| Damage | 262 |
| Accuracy | 44 |
| Crit Chance | 38% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 126 |
| Accuracy | 44 |
| Crit Chance | 38% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +48% |
| All | +7% |
Offense: Damage Penetration
| Light | +15% |
| Temporal | +10% |
| Arcane | +25% |
| Physical | +50% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 156.67785223046 (100%) |
| Defense | 32 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 88 |
| Spell Save | 64 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Arcane | + 10%( 40%) |
| Cold | + 45%( 80%) |
| All | + 31%( 70%) |
| Darkness | + 45%( 80%) |
| Temporal | + 39%( 70%) |
| Lightning | + 55%( 80%) |
| Physical | + 65%( 70%) |
| Fire | + 45%( 80%) |
| Nature | + 52%( 80%) |
Defense: Immunities
| Silence Resistance | 0% |
| Confusion Resistance | 0% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 520 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 457 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 288 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 2/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Spell / Deeprock | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Spell / Stone | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Crystalline Focus |
| talent | Shards |
| talent | Elemental Harmony |
| talent | Eldritch Infusion |
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 successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the worried loremaster from death by emperor wight. Escort: worried loremaster (level 7 of Dreadfell) | 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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 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: 1606. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 the fox. You have aided Marus of Elvala in creating an elixir of mysticism. 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. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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 |
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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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
| Tool | Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On feet | Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Around waist | Gleamweeper the drakeskin leather belt Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 32% chance to blind Damage when hit (Melee): 12 arcane Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +15% lightning / +11% temporal / +5% all Changes resistances penetration: +25% arcane / +15% light Trap disarming bonus: +18 Stealth bonus: +11 Physical save: +15 (+3 eff.) Mindpower: +9 (+3 eff.) Infravision radius: +5 A belt that goes around your waist. |
| Main armor | Tarrasca (0 def, 54 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +54 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Changes resistances: +4% all Physical save: +45 (+9 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 23 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. This item has been sent to the Item's Vault. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| In off hand | Mountain (12 def, 38 armour, 66.5-79.8 power, 434.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +434 On weapon hit: * reduce the cooldown of your ward talent by 1 * deal bonus physical damage equal to your armor Burst (radius 1) on hit: +4 lightning / +8 temporal Burst (radius 2) on crit: +8 temporal When wielded/worn: Armour: +38 Armour Hardiness: +9% Defense: +12 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes stats: +8 Con Changes resistances: +18% physical Maximum wards: +5 lightning / +4 temporal / +6 blight / +6 fire / +6 cold Changes resistances penetration: +10% temporal Talents granted: +1 Ward +5 Block Reduces incoming crit damage: 5.00% Physical save: +15 (+3 eff.) Handheld deflection devices. This item has been sent to the Item's Vault. |
| Cloak | Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 45 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
| In main hand | corrosive voratun shield of earthen fury (12 def, 13 armour, 73.5-88.2 power, 207 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.5 - 88.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +207 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +14 acid When wielded/worn: Armour: +13 Armour Hardiness: +8% Defense: +12 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 16% chance to corrode armour by 30% Changes stats: +5 Con Changes resistances: +13% acid / +16% physical Talent granted: +5 Block Handheld deflection devices. This item has been sent to the Item's Vault. |
Inventory
Primal Infusion (affinity 16%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 16% (scales with Constitution) for 6 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. This wild infusion has evolved. |
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. |
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. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +8 (+4 eff.) Changes stats: +5 Lck Blindness immunity: +13% Infravision radius: +5 Sight radius: +2 See invisible: +8 Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
voratun amulet 'Xeretha'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil / +5 Mag Changes resistances: +6% fire / +6% nature / +2% physical Reduces incoming crit damage: 10.00% Mental save: +14 (+5 eff.) Cut immunity: +20% Confusion immunity: +25% Teleport immunity: +100% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Mindpower: +15 (+5 eff.) It can be used to teleport you randomly (rad 230), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
gladiator's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +5 Con Life regen: +0.50 Maximum life: +55.00 Healing mod.: +11% Rings can have magical properties. |
steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 22 light Rings can have magical properties. |
wizard's gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 21% chance to blind Damage (Melee): 29 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 25 light Changes stats: +3 Mag Spell save: +6 (+1 eff.) Rings can have magical properties. |
wizard's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag Spell save: +10 (+2 eff.) Rings can have magical properties. |
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 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+15 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 180 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." |
Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Armour: +4 Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Changes resistances: +4% all Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
GoraPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +3% physical / +3% fire Reduces incoming crit damage: 15.00% Physical save: +30 (+6 eff.) Spell save: +10 (+2 eff.) Mental save: +8 (+3 eff.) Knockback immunity: +15% Spellpower: +7 (+2 eff.) A belt that goes around your waist. |
Neretira the GlintbiterPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Mag / +10 Wil Changes resistances: +24% fire / +6% light / +26% cold Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +12 (+4 eff.) Psi when hit: +0.08 Maximum life: +96.00 Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +3 A belt that goes around your waist. |
Daimysin the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Changes stats: +4 Dex / +4 Wil / +8 Cun Changes resistances: +3% nature Changes resistances penetration: +10% arcane Physical save: +10 (+2 eff.) Mental save: +11 (+4 eff.) Silence immunity: +20% Disarm immunity: +5% Mana when firing critical spell: +1.00 Only die when reaching: -50.00 life Maximum vim: +20.00 Spell crit. chance: +2% Mental 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. |
Eilinewen the cashmere cloak (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +1 Wil / +3 Mag Changes resistances: +12% blight / +11% cold Spell save: +3 (+1 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 22 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
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 (+2 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 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 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. |
Scaldglory (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +7 (+1 eff.) Armour: +2 Damage (Melee): 9 light Changes stats: +2 Str / +4 Mag Changes resistances: +8% light Changes resistances penetration: +10% fire Changes damage: +9% physical / +3% fire / +5% light / +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's voratun gauntlets of archery (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Armour: +3 Damage (Melee): 7 acid / 6 fire / 8 cold / 9 lightning Changes stats: +7 Dex / +3 Mag / +3 Wil / +8 Cun It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +2 Fatigue: +12% Damage when hit (Melee): 34 darkness Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +9% all Grants telepathy: Dragon Demon/Minor Demon/Major Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) Spellpower: +16 (+5 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Traces of a dragon's power still remain in this bleached and cracked skull. |
rough leather cap 'Adenne' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +1 Fatigue: -3% Changes stats: +6 Str / +9 Wil / +5 Con Changes resistances: +9% mind / +6% physical Physical save: +6 (+1 eff.) Light radius: +1 A cap made of leather. |
Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+7 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 11 Armour, 17 Defense and your attacks will gain 40% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+8 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 55.93 to 69.91 light damage (based on Willpower and Cunning), costing 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
386 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
10 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Xevea'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% lightning / +6% nature / +6% darkness Physical save: +20 (+4 eff.) Only die when reaching: -60.00 life Maximum life: +58.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% blight / +8% darkness Blindness immunity: +25% Confusion immunity: +13% Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +7 Infravision radius: +4 See stealth: +8 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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)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)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)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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
79 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2)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 182 power out of 287/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
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. |
17 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns 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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Bob the Dwarf Stone Warden level 29
34th Steel 123rd year of Ascendancy at 13:13 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Bob the Dwarf Stone Warden level 42
33rd Profit 123rd year of Ascendancy at 10:10 see stats
Against all odds
Killed Ukruk in the ambush.By Bob the Dwarf Stone Warden level 28
32nd Steel 123rd year of Ascendancy at 16:49 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Bob the Dwarf Stone Warden level 22
12nd Steel 123rd year of Ascendancy at 03:54 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Bob the Dwarf Stone Warden level 33
24th Stralite 123rd year of Ascendancy at 03:10 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Bob the Dwarf Stone Warden level 40
19th Profit 123rd year of Ascendancy at 13:03 see stats
Brave new world
Went to the Far East and took part in the war.By Bob the Dwarf Stone Warden level 32
15th Stralite 123rd year of Ascendancy at 13:00 see stats
Bringer of Doom
Killed a Bringer of Doom.By Bob the Dwarf Stone Warden level 38
3rd Profit 123rd year of Ascendancy at 06:51 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bob the Dwarf Stone Warden level 7
29th Voratun 122nd year of Ascendancy at 03:13 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Bob the Dwarf Stone Warden level 31
1st Stralite 123rd year of Ascendancy at 03:27 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Bob the Dwarf Stone Warden level 41
27th Profit 123rd year of Ascendancy at 05:15 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Bob the Dwarf Stone Warden level 50
8th Loss 123rd year of Ascendancy at 14:07 see stats
Exterminator
Killed 1000 creatures.By Bob the Dwarf Stone Warden level 18
18th Shortage 122nd year of Ascendancy at 18:51 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bob the Dwarf Stone Warden level 36
10th Voratun 123rd year of Ascendancy at 03:21 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Bob the Dwarf Stone Warden level 48
39th Dearth 123rd year of Ascendancy at 15:23 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bob the Dwarf Stone Warden level 15
11st Loss 122nd year of Ascendancy at 08:25 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Bob the Dwarf Stone Warden level 35
25th Stralite 123rd year of Ascendancy at 11:15 see stats
Level 10
Got a character to level 10.By Bob the Dwarf Stone Warden level 10
9th Profit 122nd year of Ascendancy at 17:43 see stats
Level 20
Got a character to level 20.By Bob the Dwarf Stone Warden level 20
10th Iron 123rd year of Ascendancy at 04:34 see stats
Level 30
Got a character to level 30.By Bob the Dwarf Stone Warden level 30
9th Gold 123rd year of Ascendancy at 18:07 see stats
Level 40
Got a character to level 40.By Bob the Dwarf Stone Warden level 40
19th Profit 123rd year of Ascendancy at 09:15 see stats
Level 50
Got a character to level 50.By Bob the Dwarf Stone Warden level 50
1st Loss 123rd year of Ascendancy at 01:57 see stats
Orcrist
Killed the leaders of the Orc Pride.By Bob the Dwarf Stone Warden level 48
13rd Dearth 123rd year of Ascendancy at 00:23 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Bob the Dwarf Stone Warden level 43
3rd Wealth 123rd year of Ascendancy at 18:42 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Bob the Dwarf Stone Warden level 12
16th Dearth 122nd year of Ascendancy at 15:12 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Bob the Dwarf Stone Warden level 29
44th Steel 123rd year of Ascendancy at 11:54 see stats
Size is everything
Did over 1500 damage in one attack.By Bob the Dwarf Stone Warden level 45
21st Wealth 123rd year of Ascendancy at 14:44 see stats
Size matters
Did over 600 damage in one attack.By Bob the Dwarf Stone Warden level 27
30th Steel 123rd year of Ascendancy at 11:14 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Bob the Dwarf Stone Warden level 32
1st Stralite 123rd year of Ascendancy at 06:20 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Bob the Dwarf Stone Warden level 4
20th Voratun 122nd year of Ascendancy at 03:08 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Bob the Dwarf Stone Warden level 50
8th Loss 123rd year of Ascendancy at 14:06 see stats
The Arena
Unlocked Arena mode.By Bob the Dwarf Stone Warden level 8
5th Profit 122nd year of Ascendancy at 16:20 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Bob the Dwarf Stone Warden level 48
13rd Dearth 123rd year of Ascendancy at 03:11 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bob the Dwarf Stone Warden level 19
4th Iron 123rd year of Ascendancy at 19:54 see stats
The Sun Still Shines
Aeryn survived the last battle.By Bob the Dwarf Stone Warden level 50
8th Loss 123rd year of Ascendancy at 14:07 see stats
The bigger the better!
Did over 3000 damage in one attack.By Bob the Dwarf Stone Warden level 48
18th Dearth 123rd year of Ascendancy at 00:28 see stats
The secret city
Discovered the truth about mages.By Bob the Dwarf Stone Warden level 11
15th Profit 122nd year of Ascendancy at 00:07 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Bob the Dwarf Stone Warden level 36
45th Stralite 123rd year of Ascendancy at 03:04 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Bob the Dwarf Stone Warden level 24
23rd Steel 123rd year of Ascendancy at 11:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bob the Dwarf Stone Warden level 16
27th Loss 122nd year of Ascendancy at 18:02 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Bob the Dwarf Stone Warden level 26
29th Steel 123rd year of Ascendancy at 12:41 see stats
Log
Ran for 7 turns (stop reason: terrain change on left side).
Ran for 6 turns (stop reason: terrain change on left side).
Ran for 3 turns (stop reason: terrain change on right side).
Ran for 6 turns (stop reason: terrain change on left side).
Saving done.
You transfer voratun ring 'Gunarach' to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer voratun ring 'Relgodunadas' to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Emeluwyn to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Aliradar the dwarven lantern to the online item's vault.
Saving done.
Bob deactivates Eldritch Infusion.
Bob deactivates Stone Skin.
Bob deactivates Elemental Harmony.
Bob deactivates Crystalline Focus.
Bob deactivates Shards.









































































































