







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 50 / 584% |
| Size | big |
| Lifes / Deaths | Killed by Borius, Avatar of Bearness at level 28 on the 25th Pyre 123rd year of Ascendancy at 01:52 4 / 3Killed by Slasul at level 31 on the 6th Mirth 123rd year of Ascendancy at 05:45 Killed by Atamathon the Giant Golem at level 50 on the 58th Regrowth 125th year of Ascendancy at 03:47 |
Primary Stats
| Strength | 125 (base 60) |
| Dexterity | 106 (base 62) |
| Constitution | 98 (base 40) |
| Magic | 29 (base 12) |
| Willpower | 20 (base 7) |
| Cunning | 110 (base 64) |
Resources
| Life | 1802/1802 |
| Stamina | 272/272 |
| Healing Factor | 1.4925373134328 |
| Regeneration | 19.689961164192 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -2 |
| Infravision | 12 |
| See Stealth | 45 |
| See Invisible | 46 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Barehand
| Damage | 187 |
| Accuracy | 64 |
| Crit Chance | 93% |
| APR | 11 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 68% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 77% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +22% |
| Temporal | +28% |
| Fire | +67% |
| Physical | +7% |
| Mind | +23% |
| All | +17% |
Offense: Damage Penetration
| Light | +10% |
| Darkness | +25% |
| Fire | +50% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35 (36.618610747051%) |
| Defense | 51 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 67 |
| Spell Save | 55 |
| Mental Save | 72 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 44%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 43%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 32%( 70%) |
| Fire | + 70%( 70%) |
| Lightning | + 45%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 74% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 15% |
| Silence Resistance | 32% |
| Bleed Resistance | 100% |
| Disarm Resistance | 83% |
| Pinning Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 535.74 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 512 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 705 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 222.30 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 68 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Pugilism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Conditioning | 1.10 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Trained Reactions |
| talent | Striking Stance |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | Countering melee attacks: Has a 58% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Boned Fister. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by lesser vampire. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by barrow wight. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton magus. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1360. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of voratun boots of speed (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Silence immunity: +32% Confusion immunity: +39% Stun/Freeze immunity: +34% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Owner Gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +3 Damage (Melee): 20 temporal Damage (Ranged): 20 temporal Changes stats: +4 Wil / +3 Cun / +6 Con Changes resistances: +9% lightning / +13% temporal Changes damage: +11% temporal Critical mult.: +15.00% Physical save: +30 (+8 eff.) Spell save: +10 (+4 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +45% Life regen: +3.30 Stamina each turn: +2.00 Psi when hit: +0.16 Maximum stamina: +40.00 Spell crit. chance: +20% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 37.5 - 41.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +19.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Slumber (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) * 40% chance to cause random gloom Damage (Melee): +29 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | drakeskin leather cap 'Braniyanik' (0 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: -1% Changes stats: +4 Str / +4 Con Changes resistances: +15% acid / +14% fire / +14% lightning / +10% cold Changes damage: +6% mind Physical save: +13 (+4 eff.) Mental save: +16 (+4 eff.) Mental crit. chance: +3% Infravision radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | Zubyriatha the Unlightking [power 3] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% darkness Changes resistances penetration: +25% darkness / +25% fire Changes damage: +30% fire It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Elenymasta the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Cun / +4 Str Changes resistances: +9% darkness Grants telepathy: Humanoid/Orc Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +35% Maximum life: +30.00 Light radius: +3 Rings can have magical properties. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Aerodana the EclipseoathInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 darkness Changes resistances: +15% acid / +6% blight / +26% fire / +5% arcane / +23% cold Spell save: +29 (+9 eff.) Amulets can have magical properties. |
| Main armor | Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+5 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+7 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.4 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 158.52 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
| Light source | Dumb Bright LightInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Effects on melee hit: * 35% chance to corrode armour by 30% Changes stats: +11 Cun / +5 Con Changes resistances: +11% blight Changes resistances penetration: +10% fire Mental save: +29 (+7 eff.) Life regen: +6.50 Light radius: -6 Infravision radius: +9 See stealth: +45 See invisible: +46 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | Strikeream the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +4 Dex Changes resistances: +6% lightning / +6% fire / +12% darkness Mental save: +30 (+7 eff.) Blindness immunity: +15% Confusion immunity: +35% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Crit BeltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +14 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str / +5 Dex / +4 Wil / +7 Cun / +6 Con Changes resistances: +3% light Physical save: +29 (+8 eff.) Mental save: +45 (+10 eff.) Equilibrium when hit: +0.08 Maximum life: +99.00 Mindpower: +11 (+3 eff.) Mental crit. chance: +20% Size category: +1 A belt that goes around your waist. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 58.78 physical damage and 128.54 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ce'Neleta the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +13% lightning / +9% mind / +6% blight Mental save: +6 (+1 eff.) Cut immunity: +15% Disarm immunity: +5% Stun/Freeze immunity: +20% Amulets can have magical properties. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
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... |
copper amulet of mastery (0.11 Cunning / Survival)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Cunning / Survival Amulets can have magical properties. |
grounding stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Changes resistances: +15% lightning Critical mult.: +16.00% Stun/Freeze immunity: +24% Amulets can have magical properties. |
protective gold amulet of perfection (0.23 Technique / Pugilism,0.23 Technique / Unarmed training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Changes resistances cap: +2% all Talent masteries: +0.23 Technique / Pugilism +0.23 Technique / Unarmed training Physical save: +15 (+4 eff.) Amulets can have magical properties. |
voratun amulet 'Marduromirath'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +7 Dex / +3 Wil Changes resistances: +6% lightning Physical save: +6 (+2 eff.) Disease immunity: +10% Stun/Freeze immunity: +15% Maximum psi: +50.00 Mindpower: +4 (+1 eff.) Amulets can have magical properties. |
wanderer's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +6 Dex / +3 Mag / +7 Cun / +5 Con Life regen: +0.30 Stamina each turn: +0.60 Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +29.00 Movement speed: +10% Amulets can have magical properties. |
wanderer's gold amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +3 Str / +4 Dex / +6 Cun / +5 Con Life regen: +0.60 Stamina each turn: +0.60 Movement speed: +10% 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 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Harugund the LightningwilterInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +7 Cun / +6 Con Changes resistances: +24% nature Changes damage: +12% nature / +15% lightning Reduces incoming crit damage: 15.00% Rings can have magical properties. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Kindleenvy the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% light Changes damage: +3% light Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Mental save: +7 (+1 eff.) Confusion immunity: +23% Hate when firing a critical mind attack: +3.00 Light radius: +1 Rings can have magical properties. |
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 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 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 26 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. |
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 / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +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 / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +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. |
Sparkwaker the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances: +24% nature / +3% lightning Changes resistances penetration: +10% lightning Changes damage: +12% lightning / +12% nature / +9% light Rings can have magical properties. |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
pixie's steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage (Melee): 24 light Effects on ranged hit: * 18% chance to blind Damage (Ranged): 23 light Changes stats: +3 Cun / +3 Mag Spellpower: +7 (+3 eff.) Rings can have magical properties. |
psionicist's copper ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+1 eff.) Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +7 Rings can have magical properties. |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 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. |
stralite ring 'Daywilder'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 light Changes stats: +8 Wil Changes resistances: +6% light Changes resistances penetration: +15% light Changes damage: +9% light Mental save: +16 (+4 eff.) Rings can have magical properties. |
titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Mental save: +6 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
titan's steel ring of frost (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% cold Changes damage: +12% cold Physical save: +4 (+1 eff.) Rings can have magical properties. |
voratun ring 'Turyrorab'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Changes resistances: +2% physical / +40% fire Changes damage: +20% fire Grants telepathy: Dragon Spell save: +36 (+10 eff.) Disarm immunity: +10% 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 (+18 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 200 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." |
Emiriann the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +15% blight Changes damage: +6% blight Reduced damage from: +42% Summoned Critical mult.: +15.00% Spell save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +40.00 Damage Shield penetration: +10% A belt that goes around your waist. |
Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
balancing hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +7 Dex / +8 Cun / +6 Lck Trap disarming bonus: +15 Stealth bonus: +7 Mental crit. chance: +7% Infravision radius: +3 A belt that goes around your waist. |
drakeskin leather belt 'Hettokor'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +8 (+2 eff.) Armour: +6 Changes stats: +5 Dex / +5 Mag / +5 Wil / +6 Cun / +8 Lck Changes resistances: +11% fire / +11% cold Changes resistances penetration: +20% acid Changes damage: +6% acid Trap disarming bonus: +25 Stealth bonus: +11 Spell crit. chance: +5% Infravision radius: +5 A belt that goes around your waist. |
hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +7 Lck Trap disarming bonus: +14 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% cold A belt that goes around your waist. |
skylord's hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Dex / +3 Wil / +4 Cun Physical save: +13 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +13 (+3 eff.) A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
elven-silk cloak 'Kilnmarrow' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 12 mind Changes resistances: +9% lightning / +9% light / +5% arcane / +12% nature Changes resistances penetration: +5% mind Changes damage: +6% mind / +6% fire Spell save: +9 (+3 eff.) Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of fog (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +8 (+3 eff.) Changes resistances: +15% blight / +16% fire / +11% nature / +10% light Stealth bonus: +5 Life regen: +2.00 Healing mod.: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+3 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. |
Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Str, 20% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 167% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 103.65 fire damage and 72.62 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Spell save: +8 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Mana Clash (5% chance level 1). When this weapon hits: Destroy Magic (100% chance level 3). On weapon hit: * 20 arcane resource burn Damage (Melee): +15 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+6 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
954 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Tempestsnake' (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 lightning Changes stats: +3 Cun / +2 Str Changes resistances: +6% lightning Changes resistances penetration: +25% lightning Changes damage: +12% light / +9% lightning Light radius: +2 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+6 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 19.20 cold damage and 17.56 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 131.81 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 131.81 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Porysenn the FlowerswiftInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Mag / +7 Wil Changes resistances penetration: +20% arcane Changes damage: +15% mind / +3% nature Cut immunity: +5% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +73.00 Maximum vim: +20.00 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +24% Confusion immunity: +16% Maximum life: +40.00 Light radius: +7 See stealth: +11 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.2 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 184.51 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
65 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. |
15 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
dwarven-steel torque of clear mind [power 3] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of thermal psionic shield 'Betovena' [power 87] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Maximum hate: +8.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +20 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 87 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation [power 27] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 27), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
warded stralite torque of charged psionic shield [power 107] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +1 physical / +3 mind / +2 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 107 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
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 (+3 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. |
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. |
11 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Boned Fister the Skeleton Brawler level 26
64th Regrowth 123rd year of Ascendancy at 23:22 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Boned Fister the Skeleton Brawler level 44
3rd Summertide 124th year of Ascendancy at 17:25 see stats
Against all odds
Killed Ukruk in the ambush.By Boned Fister the Skeleton Brawler level 26
63rd Regrowth 123rd year of Ascendancy at 06:09 see stats
Arachnophobia
Destroyed the spydric menace.By Boned Fister the Skeleton Brawler level 31
65th Pyre 123rd year of Ascendancy at 13:44 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Boned Fister the Skeleton Brawler level 34
55th Haze 123rd year of Ascendancy at 01:23 see stats
Brave new world
Went to the Far East and took part in the war.By Boned Fister the Skeleton Brawler level 30
61st Pyre 123rd year of Ascendancy at 17:52 see stats
Bringer of Doom
Killed a Bringer of Doom.By Boned Fister the Skeleton Brawler level 20
9th Decay 122nd year of Ascendancy at 06:57 see stats
Clone War
Destroyed your own Shade.By Boned Fister the Skeleton Brawler level 35
40th Regrowth 124th year of Ascendancy at 18:12 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Boned Fister the Skeleton Brawler level 20
2nd Regrowth 123rd year of Ascendancy at 14:23 see stats
Destroyer of the creation
Killed Slasul.By Boned Fister the Skeleton Brawler level 31
6th Mirth 123rd year of Ascendancy at 15:32 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Boned Fister the Skeleton Brawler level 29
33rd Pyre 123rd year of Ascendancy at 17:26 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Boned Fister the Skeleton Brawler level 21
28th Regrowth 123rd year of Ascendancy at 18:53 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Boned Fister the Skeleton Brawler level 50
63rd Haze 124th year of Ascendancy at 04:20 see stats
Exterminator
Killed 1000 creatures.By Boned Fister the Skeleton Brawler level 14
13rd Haze 122nd year of Ascendancy at 08:56 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Boned Fister the Skeleton Brawler level 21
28th Regrowth 123rd year of Ascendancy at 20:48 see stats
Fear me not!
Survived the Fearscape!By Boned Fister the Skeleton Brawler level 29
48th Pyre 123rd year of Ascendancy at 10:51 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Boned Fister the Skeleton Brawler level 45
65th Dusk 124th year of Ascendancy at 17:28 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Boned Fister the Skeleton Brawler level 46
41st Haze 124th year of Ascendancy at 03:36 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Boned Fister the Skeleton Brawler level 39
55th Pyre 124th year of Ascendancy at 11:42 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Boned Fister the Skeleton Brawler level 20
4th Decay 122nd year of Ascendancy at 23:09 see stats
Level 10
Got a character to level 10.By Boned Fister the Skeleton Brawler level 10
23rd Dusk 122nd year of Ascendancy at 02:01 see stats
Level 20
Got a character to level 20.By Boned Fister the Skeleton Brawler level 20
3rd Decay 122nd year of Ascendancy at 17:55 see stats
Level 30
Got a character to level 30.By Boned Fister the Skeleton Brawler level 30
58th Pyre 123rd year of Ascendancy at 06:33 see stats
Level 40
Got a character to level 40.By Boned Fister the Skeleton Brawler level 40
57th Pyre 124th year of Ascendancy at 14:46 see stats
Level 50
Got a character to level 50.By Boned Fister the Skeleton Brawler level 50
63rd Haze 124th year of Ascendancy at 02:51 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Boned Fister the Skeleton Brawler level 34
3rd Allure 124th year of Ascendancy at 23:31 see stats
Orcrist
Killed the leaders of the Orc Pride.By Boned Fister the Skeleton Brawler level 43
3rd Summertide 124th year of Ascendancy at 10:38 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Boned Fister the Skeleton Brawler level 38
58th Regrowth 124th year of Ascendancy at 06:20 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Boned Fister the Skeleton Brawler level 18
45th Haze 122nd year of Ascendancy at 11:56 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Boned Fister the Skeleton Brawler level 27
74th Regrowth 123rd year of Ascendancy at 18:24 see stats
Size is everything
Did over 1500 damage in one attack.By Boned Fister the Skeleton Brawler level 41
74th Pyre 124th year of Ascendancy at 10:04 see stats
Size matters
Did over 600 damage in one attack.By Boned Fister the Skeleton Brawler level 17
35th Haze 122nd year of Ascendancy at 23:54 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Boned Fister the Skeleton Brawler level 30
58th Pyre 123rd year of Ascendancy at 13:20 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Boned Fister the Skeleton Brawler level 50
63rd Haze 124th year of Ascendancy at 04:18 see stats
The Arena
Unlocked Arena mode.By Boned Fister the Skeleton Brawler level 8
2nd Flare 122nd year of Ascendancy at 07:32 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Boned Fister the Skeleton Brawler level 42
76th Pyre 124th year of Ascendancy at 12:22 see stats
The Sun Still Shines
Aeryn survived the last battle.By Boned Fister the Skeleton Brawler level 50
63rd Haze 124th year of Ascendancy at 04:20 see stats
The bigger the better!
Did over 3000 damage in one attack.By Boned Fister the Skeleton Brawler level 44
1st Flare 124th year of Ascendancy at 14:51 see stats
The secret city
Discovered the truth about mages.By Boned Fister the Skeleton Brawler level 8
3rd Flare 122nd year of Ascendancy at 20:57 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Boned Fister the Skeleton Brawler level 33
11st Haze 123rd year of Ascendancy at 07:15 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Boned Fister the Skeleton Brawler level 17
36th Haze 122nd year of Ascendancy at 02:29 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Boned Fister the Skeleton Brawler level 23
54th Regrowth 123rd year of Ascendancy at 19:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Boned Fister the Skeleton Brawler level 17
30th Haze 122nd year of Ascendancy at 05:52 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Boned Fister the Skeleton Brawler level 24
61st Regrowth 123rd year of Ascendancy at 14:26 see stats
Log
Today is the 77th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 17:03.
Talent Exploit Weakness is ready to use.
Boned Fister activates Exploit Weakness.
Boned Fister deactivates Trained Reactions.
Boned Fister deactivates Exploit Weakness.
Boned Fister deactivates Striking Stance.






























































































































