Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Infinite500 v2.3c: Revised high level play for ToME 1.2.2Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Marson's UI Modifications 1.2.3v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Tier-1 Short Circuit Option 1.0.6Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Doctornull's Class Pack 1.2.3This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Items Vault 1.2.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Adventurer Plus Addon 1.1.3Incompatibilities: There shouldn't be, unless you name your class "Hero" also. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Everything is Unique! 1.1.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Eternal Darkness 1.2.3Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.2.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Lich |
Class | Hero |
Level / Exp | 50 / 1065% |
Size | big |
Lifes / Deaths | Killed by Glerinne the giant black ant at level 20 on the 31st Haze 122nd year of Ascendancy at 06:56 5 / 3Killed by elven elite warrior at level 25 on the 50th Haze 122nd year of Ascendancy at 23:26 Killed by Polorama the bone giant at level 25 on the 72nd Haze 122nd year of Ascendancy at 23:50 |
Primary Stats
Strength | 41 (base 9) |
Dexterity | 23 (base 9) |
Constitution | 74.672421493587 (base 47) |
Magic | 113 (base 60) |
Willpower | 79 (base 40) |
Cunning | 80 (base 60) |
Resources
Mana | 939/939 |
Negative | 111/197 |
Vim | 242/242 |
Life | 2900/2900 |
Positive | 91/177 |
Psi | 169/169 |
Healing Factor | 0.85757575757574 |
Regeneration | 21.739545454545 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
See Stealth | 33 |
See Invisible | 40 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 69 |
Accuracy | 26 |
Crit Chance | 48% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 50.766666666667 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
All | +48% |
Defense: Base
Armour (hardiness) | 41.081034081028 (58.823529411765%) |
Defense | 53.14693572151 |
Ranged Defense | 53.14693572151 |
Fatigue | 2 |
Physical Save | 75.594279858196 |
Spell Save | 85.669938420214 |
Mental Save | 66.885201791132 |
Defense: Resistances
All | + 22%( 87%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 39% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 94% |
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 Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 665 damage for 5 turns. The effect will scale with your magic stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1382% over 10 turns and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
Celestial / Star fury | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Spell / Vampirism | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Sanguisuge | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Blood | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed form | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Vile life | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blood magic | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Troll | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Corruption / Hexes | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Blurred Mortality |
talent | Blood Fury |
talent | Chant of Fortitude |
talent | Blood Vengeance |
talent | Overkill |
talent | Premonition |
talent | Willful Tormenter |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Mind Sear (+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 |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 1783. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior 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. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 |
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 within4 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of hardened leather boots of speed (0 def, 3 armour) undeterred pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +26% Confusion immunity: +30% Stun/Freeze immunity: +29% Movement speed: +20% A pair of boots made of leather. |
Light source | Skycut the dwarven lantern Skycut the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +1 Dex / +1 Wil / +1 Con Changes resistances: +15% blight Changes resistances penetration: +10% lightning Reduces incoming crit damage: 15.00% Mental save: +12 Blindness immunity: +39% Confusion immunity: +21% Life regen: +2.80 Light radius: +9 See stealth: +33 See invisible: +24 It can be used to activate talent Track, placing all other charms into a 31 cooldown : Effective talent level: 2.4 Power cost: 31 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Raingrit (0 def, 5 armour) Raingrit (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Mag / +13 Wil / +5 Cun Changes resistances: +12% fire / +3% nature / +13% cold Changes damage: +32% blight / +15% arcane / +6% nature Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 Maximum vim: +40.00 Spell crit. chance: +5% Mindpower: +5 Damage Shield penetration: +30% A cap made of leather. |
Tool | Cloudblow (dig speed 11 turns) Cloudblow (dig speed 11 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +12 Mag Changes damage: +15% lightning Spell save: +6 Mana each turn: +0.12 Maximum life: +35.00 Maximum mana: +108.00 Maximum stamina: +30.00 Spellpower: +10 Spell crit. chance: +19% Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 5 power out of 6/6) : Effective talent level: 5.2 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 446.64 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
On fingers | conjurer's voratun ring of arcana(+0.38/turn) conjurer's voratun ring of arcana(+0.38/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +7 Wil Silence immunity: +49% Mana each turn: +0.38 Spellpower: +12 Rings can have magical properties. |
Around waist | Gloreta the drakeskin leather belt Gloreta the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Defense: +19 Changes resistances: +15% lightning / +14% light / +10% darkness Stealth bonus: +11 Spell save: +10 Silence immunity: +10% Confusion immunity: +15% Knockback immunity: +10% It can be used to create a temporary shield that absorbs 266 damage, placing all other charms into a 23 cooldown. A belt that goes around your waist. |
In main hand | dragonbone magestaff 'Emomira' (30-36 power, 6 apr, physical damage) dragonbone magestaff 'Emomira' (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 24 fire Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes damage: +36% blight Talent granted: +1 Command Staff Critical mult.: +40.00% Mana each turn: +0.21 Vim when firing critical spell: +1.00 Spellpower: +35 Spell crit. chance: +18% See invisible: +16 It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 23 cooldown. Staves designed for wielders of magic, by the greats of the art. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent 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. |
Main armor | Glimmerpulverizer the elven-silk robe (5 def, 0 armour) Glimmerpulverizer the elven-silk robe (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Damage when hit (Melee): 8 light Changes stats: +2 Wil Changes resistances: +11% lightning / +12% darkness / +10% blight / +10% fire / +10% cold / +17% light Changes damage: +36% all Physical save: +16 Spell save: +40 Mental save: +12 Mana when firing critical spell: +3.00 Spellpower: +33 Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | elven-silk cloak 'Wildclamor' (17 def, 7 armour) elven-silk cloak 'Wildclamor' (17 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +17 Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 fire Changes stats: +4 Str / +4 Dex / +5 Mag / +5 Wil / +4 Con Changes resistances: +15% nature / +3% fire Changes damage: +6% fire Talent mastery: +0.40 Technique / Combat training Physical save: +13 Spell save: -2 Mental save: +21 Stamina each turn: +1.30 Mana each turn: -0.51 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Cuthyrab the gold amulet Cuthyrab the gold amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 Fatigue: -6% Changes resistances: +15% temporal Changes resistances cap: +2% all Changes resistances penetration: +10% mind / +5% temporal Changes damage: +7% blight / +7% fire Critical mult.: +14.00% Physical save: +13 Life regen: +1.20 Spellpower: +7 Amulets can have magical properties. |
Inventory
shielding rune of the titan (absorb 463 for 4 turns) shielding rune of the titan (absorb 463 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; 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 Is: a spell Description: Activate the rune to create a protective shield absorbing at most 463 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Blindnigh the voratun amulet Blindnigh the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +2 Dex / +1 Mag Changes resistances: +2% physical Changes damage: +3% light Talent masteries: +0.40 Cunning / Stealth +0.40 Wild-curse / Treant aspect Teleport immunity: +50% Life regen: +4.20 Only die when reaching: -80.00 life Infravision radius: +1 It can be used to teleports you randomly (rad 65), placing all other charms into a 12 cooldown. Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 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. |
Fighty Jumpy Ring Fighty Jumpy RingInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 Armour penetration: +17 Physical power: +13 Defense: +17 Changes stats: +8 Str / +11 Wil / +10 Cun / +17 Con Grants telepathy: Demon/Minor Demon/Major Physical save: +34 Psi when hit: +0.12 Mindpower: +17 Mental crit. chance: +3% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.4 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). It can be used to activate talent Mental Shielding (costing 23 power out of 30/30) : Effective talent level: 2.4 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. This talent takes no time to use. As long as you wear this ring, you will never forget who you are. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Pugilism +0.30 Technique / Shield offense +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. |
voratun ring 'Emobeth' voratun ring 'Emobeth'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Armour penetration: +11 Physical power: +2 Defense: +14 Changes stats: +2 Dex / +7 Mag / +6 Cun Changes resistances: +20% blight Changes damage: +20% blight / +3% physical Reduces incoming crit damage: 10.00% Maximum stamina: +5.00 Spellpower: +13 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.4 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Zefast the Toxinwrecker (59.5-89.25 power, 4 apr) Zefast the Toxinwrecker (59.5-89.25 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.3 Uses stat: 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to cause random insanity * 44% chance to gain 10% of a turn * 25% chance to remove a magical effect Damage (Melee): +61 insidious poison / +8 lightning / +35 mind / +39 nature Burst (radius 1) on hit: +8 nature When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +10 Cun / +10 Wil Changes damage: +3% nature / +6% lightning Massive two-handed battleaxes. |
Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, costing 27 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
thunderous voratun mace of ruin (44-61.6 power, 6 apr) thunderous voratun mace of ruin (44-61.6 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 27% chance to daze When wielded/worn: Armour penetration: +14 Physical crit. chance: +10.0% Changes stats: +3 Str / +3 Dex / +4 Mag / +4 Wil / +3 Cun / +3 Con Changes resistances penetration: +14% lightning Critical mult.: +20.00% Blunt and deadly. |
Lightningbiter the pulsing mindstar (14-15.4 power, 32 apr, mind damage) Lightningbiter the pulsing mindstar (14-15.4 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 43% chance to daze Damage (Melee): +12 lightning / +8 nature When wielded/worn: Armour: +8 Damage when hit (Melee): 7 lightning / 8 physical / 8 acid / 9 fire / 9 cold / 17 ice Changes resistances: +18% lightning / +7% physical / +24% cold / +21% fire / +9% acid Changes resistances penetration: +10% lightning / +17% cold Changes damage: +16% cold Physical save: +7 Spell save: +8 Mental save: +8 Equilibrium when hit: +2.00 Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Undeathpunish the drakeskin leather sling Undeathpunish the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 42% Burst (radius 1) on hit: +2 nature When wielded/worn: Changes resistances penetration: +59% physical Changes damage: +56% physical Vim when firing critical spell: +1.00 Spell crit. chance: +4% Damage Shield penetration: +30% Defense after a teleport: +10 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)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 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 152 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." |
dragonbone magestaff 'Ulfelegorn' (30-36 power, 6 apr, physical damage) dragonbone magestaff 'Ulfelegorn' (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Armour: +11 Defense: +12 Damage (Melee): 35 fire Damage when hit (Melee): 4 blight Maximum wards: +3 cold Changes resistances penetration: +10% blight / +15% cold Changes damage: +30% cold Talents granted: +5 Ward +1 Command Staff Critical mult.: +38.00% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +25 Spell crit. chance: +12% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone vilestaff of greater warding (30-36 power, 6 apr, physical damage) magewarrior's short dragonbone vilestaff of greater warding (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 Physical crit. chance: +9.0% Physical power: +9 Armour: +10 Defense: +9 Maximum wards: +3 fire Changes damage: +30% fire Talents granted: +1 Ward +1 Command Staff Critical mult.: +14.00% Spellpower: +25 Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Strikepiety StrikepietyInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +27 Damage when hit (Melee): 8 lightning / 8 arcane Changes stats: +5 Str / +5 Con Changes resistances: +5% arcane / +9% lightning Changes resistances penetration: +10% lightning Changes damage: +9% arcane / +6% lightning Critical mult.: +14.00% Physical save: +14 Spell save: +11 Size category: +2 A belt that goes around your waist. |
drakeskin leather belt 'Blackworth' drakeskin leather belt 'Blackworth'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 Armour: +11 Defense: +13 Changes stats: +5 Mag / +5 Wil Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Critical mult.: +12.00% Physical save: +23 Spell save: +20 Mana each turn: +0.08 Spell crit. chance: +5% A belt that goes around your waist. |
Smock of Storms (20 def, 0 armour) Smock of Storms (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +20 Changes stats: +5 Mag / +5 Wil Changes resistances: +20% lightning / +20% cold / +20% physical Changes damage: +30% lightning Talent masteries: +0.20 Wild-gift / Winds +0.20 Wild-gift / Weather Spell crit. chance: +20% Mental crit. chance: +20% This is not a robe, this is a smock. It is unclear if it always had stormy enchantments, or whether those appeared when the mage wearing it found out it was really a smock... |
elven-silk robe 'Duryrin' (11 def, 0 armour) elven-silk robe 'Duryrin' (11 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +11 Ranged Defense: +6 Changes stats: +10 Mag Changes resistances: +6% fire / +2% physical / +9% light / +11% temporal Changes resistances penetration: +10% mind / +12% temporal Changes damage: +17% temporal Stun/Freeze immunity: +10% Mana each turn: +0.80 Maximum mana: +187.00 Spellpower: +56 Spell crit. chance: +28% Reduces paradox failures(equivalent to willpower): +30 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of Angolwen (5 def, 0 armour) verdant elven-silk robe of Angolwen (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +3 Mag / +4 Wil / +6 Con Changes damage: +13% nature Poison immunity: +36% Disease immunity: +27% Silence immunity: +45% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adyssra the Pitchwasp (10 def, 5 armour) Adyssra the Pitchwasp (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 Ranged Defense: +5 Fatigue: +5% Changes stats: +14 Mag / +4 Wil / +2 Cun Changes resistances: +6% darkness Changes damage: +10% acid / +6% darkness / +10% blight Grants telepathy: Humanoid/Orc Mental save: +3 Disease immunity: +49% Maximum hate: +4.00 Spellpower: +7 Mindpower: +4 Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 19 cooldown. A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 Armour: +20 Armour Hardiness: +20% Defense: +8 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. |
drakeskin leather gloves 'Dagyneg' (0 def, 3 armour) drakeskin leather gloves 'Dagyneg' (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 10 acid / 10 fire / 10 cold / 9 lightning Changes stats: +4 Str / +5 Dex / +11 Mag / +4 Wil / +8 Cun Changes resistances: +9% lightning / +1% physical / +10% light / +18% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +14 Mental save: +23 Blindness immunity: +5% Silence immunity: +10% Disarm immunity: +5% Stun/Freeze immunity: +15% Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 16 cooldown : Effective talent level: 1.2 Power cost: 16 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 142.01 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful voratun gauntlets of dispersion (0 def, 3 armour) restful voratun gauntlets of dispersion (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 arcane Changes stats: +8 Mag / +8 Wil Changes resistances: +8% arcane Life regen: +3.70 Stamina each turn: +1.50 Maximum stamina: +35.00 It can be used to activate talent Disperse Magic, placing all other charms into a 16 cooldown : Effective talent level: 3.6 Power cost: 16 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Dagadig (3 def, 0 armour) Dagadig (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +7 Mag / +10 Cun / +8 Con Changes damage: +16% arcane / +6% mind Critical mult.: +5.00% Mental save: +18 Life regen: +5.10 Maximum hate: +4.00 Mindpower: +8 Damage Shield Power: +10% It can be used to activate talent Arcane Eye, placing all other charms into a 8 cooldown : Effective talent level: 6.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 28 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Horns of the Minotaur (5 def, 10 armour) Horns of the Minotaur (5 def, 10 armour)Requires: - Strength 40 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 Armour: +10 Defense: +5 Fatigue: +10% Physical save: +10 Size category: +1 It can be used to activate talent Rush (costing 35 power out of 45/45) : Effective talent level: 6.0 Power cost: 35 out of 45/45. Range: 10 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of huge and real minotaur horns are fixed to the top of this voratun helm. Just touching it makes you feel bull headed. |
voratun helm 'Cloudvenom' (0 def, 5 armour) voratun helm 'Cloudvenom' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn * 20% chance to disease Changes stats: +5 Str / +5 Dex / +5 Cun / +12 Con Changes resistances: +9% lightning / +6% blight / -40% light / +15% nature Changes resistances penetration: +10% lightning Changes damage: +12% lightning Spell save: +10 Life regen: +8.00 Maximum life: +110.00 Healing mod.: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blightstopper (18 def, 12 armour, 240 block) Blightstopper (18 def, 12 armour, 240 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +18 Ranged Defense: +12 Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 Disease immunity: +60% It can be used to purge diseases and increase your resistances, costing 19 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Scorchbreaker the quiver of dragonbone arrows (21/21, 52-72.8 power, 18 apr) Scorchbreaker the quiver of dragonbone arrows (21/21, 52-72.8 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +12.0% Capacity: 21 On weapon hit: * 10% chance to crush the target On weapon crit: * cripple the target Damage (Ranged): +12 gravity / +12 fire Burst (radius 1) on hit: +38 fire Burst (radius 2) on crit: +4 fire Arrows are used with bows to pierce your foes to death. |
Windborne Azurite 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% Air currents swirl around this bright blue jewel. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns) =dig= Tooth of the Mouth (dig speed 12 turns) =dig=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. |
Rungof's Fang =carry= Rungof's Fang =carry=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Corpseoath the dwarven lantern Corpseoath the dwarven lanternPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 nature / 8 arcane Changes stats: +7 Wil Changes resistances: +13% blight / +15% darkness / +6% nature / +5% arcane Changes resistances penetration: +10% mind Changes damage: +18% mind / +3% arcane Mental save: +11 Spellpower: +6 Spell crit. chance: +6% Light radius: +4 Infravision radius: +6 See stealth: +16 See invisible: +36 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 74 blight damage or heals 50 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dragon Orb (Orb of Command) =carry= Dragon Orb (Orb of Command) =carry=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) =carry= Elemental Orb (Orb of Command) =carry=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) =carry= Orb of Destruction (Orb of Command) =carry=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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) =carry= Orb of Undeath (Orb of Command) =carry=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified Wood 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% A piece of the scorched wood taken from the remains of Snaproot. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 23 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 154 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 19 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Star Shot (20/20, 32-38.4 power, 15 apr) 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 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Betheta the voratun torque of clear mind [power 4] (8 cooldown) Betheta the voratun torque of clear mind [power 4] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Changes resistances: +6% mind / +3% acid Maximum wards: +1 physical / +3 mind / +3 darkness Changes resistances penetration: +5% mind Changes damage: +15% acid Talent granted: +1 Ward It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, placing all other charms into a 8 cooldown. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
Cyrildalaith [power 15] (5 cooldown) Cyrildalaith [power 15] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +3% cold / +3% nature / +5% arcane Talent cooldown: Void Blast (+6 turn) Talents granted: +4 Void Blast +7 Strike Spell save: +23 Mental save: +6 Blindness immunity: +5% Silence immunity: +5% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 15), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Gloramira [power 245] (8 cooldown) Gloramira [power 245] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +1 Maximum wards: +2 lightning / +3 temporal / +2 blight / +2 fire / +1 cold Talent granted: +1 Ward Critical mult.: +6.00% Maximum encumbrance: +10 Physical save: +10 It can be used to creates a wall of flames lasting for 4 turns (dam 245 overall), placing all other charms into a 8 cooldown. When used: 100% chance to regenerate 7 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking yew wand of trap destruction [power 59] (12 cooldown) striking yew wand of trap destruction [power 59] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +2 Strike It can be used to try to disarm traps in a line (disarm power 59), placing all other charms into a 12 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star =lite= Burning Star =lite=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 23 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death =carry= Pearl of Life and Death =carry=Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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
By Bludd Jr. the Lich Hero level 30
57th Regrowth 123rd year of Ascendancy at 21:37 see stats
By Bludd Jr. the Moltep Hero level 22
34th Haze 122nd year of Ascendancy at 06:03 see stats
By Bludd Jr. the Lich Hero level 29
55th Regrowth 123rd year of Ascendancy at 23:43 see stats
By Bludd Jr. the Lich Hero level 25
44th Regrowth 123rd year of Ascendancy at 12:52 see stats
By Bludd Jr. the Lich Hero level 34
43rd Pyre 123rd year of Ascendancy at 22:57 see stats
By Bludd Jr. the Moltep Hero level 1
74th Pyre 122nd year of Ascendancy at 11:11 see stats
By Bludd Jr. the Lich Hero level 41
18th Haze 123rd year of Ascendancy at 06:49 see stats
By Bludd Jr. the Lich Hero level 33
40th Pyre 123rd year of Ascendancy at 20:48 see stats
By Bludd Jr. the Lich Hero level 49
19th Regrowth 124th year of Ascendancy at 20:02 see stats
By Bludd Jr. the Moltep Hero level 12
4th Dusk 122nd year of Ascendancy at 16:48 see stats
By Bludd Jr. the Lich Hero level 35
58th Pyre 123rd year of Ascendancy at 17:37 see stats
By Bludd Jr. the Lich Hero level 32
37th Pyre 123rd year of Ascendancy at 14:14 see stats
By Bludd Jr. the Lich Hero level 47
8th Decay 123rd year of Ascendancy at 16:01 see stats
By Bludd Jr. the Moltep Hero level 22
45th Haze 122nd year of Ascendancy at 14:56 see stats
By Bludd Jr. the Lich Hero level 50
40th Regrowth 124th year of Ascendancy at 19:15 see stats
By Bludd Jr. the Moltep Hero level 19
29th Haze 122nd year of Ascendancy at 21:01 see stats
By Bludd Jr. the Lich Hero level 38
27th Dusk 123rd year of Ascendancy at 02:12 see stats
By Bludd Jr. the Lich Hero level 27
51st Regrowth 123rd year of Ascendancy at 18:14 see stats
By Bludd Jr. the Lich Hero level 50
28th Regrowth 124th year of Ascendancy at 19:46 see stats
By Bludd Jr. the Lich Hero level 36
58th Pyre 123rd year of Ascendancy at 21:11 see stats
By Bludd Jr. the Lich Hero level 45
73rd Haze 123rd year of Ascendancy at 01:06 see stats
By Bludd Jr. the Moltep Hero level 22
34th Haze 122nd year of Ascendancy at 02:55 see stats
By Bludd Jr. the Lich Hero level 44
69th Haze 123rd year of Ascendancy at 19:59 see stats
By Bludd Jr. the Moltep Hero level 10
8th Mirth 122nd year of Ascendancy at 11:10 see stats
By Bludd Jr. the Moltep Hero level 20
29th Haze 122nd year of Ascendancy at 21:25 see stats
By Bludd Jr. the Lich Hero level 30
55th Regrowth 123rd year of Ascendancy at 23:43 see stats
By Bludd Jr. the Lich Hero level 40
14th Haze 123rd year of Ascendancy at 04:29 see stats
By Bludd Jr. the Lich Hero level 50
28th Regrowth 124th year of Ascendancy at 08:11 see stats
By Bludd Jr. the Moltep Hero level 25
72nd Haze 122nd year of Ascendancy at 23:50 see stats
By Bludd Jr. the Lich Hero level 49
11st Regrowth 124th year of Ascendancy at 16:16 see stats
By Bludd Jr. the Lich Hero level 50
38th Regrowth 124th year of Ascendancy at 23:01 see stats
By Bludd Jr. the Lich Hero level 44
60th Haze 123rd year of Ascendancy at 16:52 see stats
By Bludd Jr. the Moltep Hero level 14
67th Dusk 122nd year of Ascendancy at 08:25 see stats
By Bludd Jr. the Lich Hero level 39
55th Dusk 123rd year of Ascendancy at 17:55 see stats
By Bludd Jr. the Lich Hero level 26
48th Regrowth 123rd year of Ascendancy at 23:09 see stats
By Bludd Jr. the Lich Hero level 32
37th Pyre 123rd year of Ascendancy at 15:54 see stats
By Bludd Jr. the Lich Hero level 50
40th Regrowth 124th year of Ascendancy at 19:12 see stats
By Bludd Jr. the Moltep Hero level 24
49th Haze 122nd year of Ascendancy at 07:35 see stats
By Bludd Jr. the Moltep Hero level 6
78th Pyre 122nd year of Ascendancy at 03:37 see stats
By Bludd Jr. the Moltep Hero level 22
34th Haze 122nd year of Ascendancy at 06:03 see stats
By Bludd Jr. the Lich Hero level 30
24th Pyre 123rd year of Ascendancy at 11:27 see stats
By Bludd Jr. the Lich Hero level 50
40th Regrowth 124th year of Ascendancy at 19:15 see stats
By Bludd Jr. the Lich Hero level 47
9th Decay 123rd year of Ascendancy at 01:27 see stats
By Bludd Jr. the Moltep Hero level 13
32nd Dusk 122nd year of Ascendancy at 01:40 see stats
By Bludd Jr. the Lich Hero level 38
6th Flare 123rd year of Ascendancy at 04:11 see stats
By Bludd Jr. the Lich Hero level 29
55th Regrowth 123rd year of Ascendancy at 02:38 see stats
By Bludd Jr. the Moltep Hero level 18
24th Haze 122nd year of Ascendancy at 21:24 see stats
By Bludd Jr. the Lich Hero level 29
55th Regrowth 123rd year of Ascendancy at 11:28 see stats
Log
Today is the 79th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:00.
Today is the 80th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 1st Time of Balance of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
Today is the 1st Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:50.
Today is the 2nd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
Today is the 3rd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
You don't see how to get there...
Today is the 4th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:40.
Today is the 5th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Today is the 6th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Today is the 7th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
There is a Derth (Town) here (press '' or right click to use).
Today is the 8th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.