Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Wolf |
| Class | War Hound |
| Level / Exp | 50 / 1283% |
| Size | medium |
| Lifes / Deaths | Killed by Xerivena the copperhead snake at level 7 on the 3rd Mirth 122nd year of Ascendancy at 16:18 / 23Killed by elven blood mage at level 24 on the 40th Haze 122nd year of Ascendancy at 00:00 Killed by elven corruptor at level 24 on the 40th Haze 122nd year of Ascendancy at 06:25 Killed by Aeruvea the elven cultist at level 24 on the 40th Haze 122nd year of Ascendancy at 09:54 Killed by elven blood mage at level 24 on the 40th Haze 122nd year of Ascendancy at 10:48 Killed by elven corruptor at level 24 on the 40th Haze 122nd year of Ascendancy at 12:30 Killed by elven cultist at level 24 on the 40th Haze 122nd year of Ascendancy at 15:21 Killed by elven cultist at level 24 on the 40th Haze 122nd year of Ascendancy at 16:58 Killed by elven cultist at level 24 on the 40th Haze 122nd year of Ascendancy at 18:19 Killed by Gidavea the elven guard at level 24 on the 40th Haze 122nd year of Ascendancy at 23:40 Killed by Gidavea the elven guard at level 24 on the 41st Haze 122nd year of Ascendancy at 00:47 Killed by Gidavea the elven guard at level 24 on the 41st Haze 122nd year of Ascendancy at 01:46 Killed by Gidavea the elven guard at level 24 on the 41st Haze 122nd year of Ascendancy at 02:45 Killed by elven blood mage at level 24 on the 41st Haze 122nd year of Ascendancy at 06:40 Killed by Salominne the elven cultist at level 25 on the 41st Haze 122nd year of Ascendancy at 12:30 Killed by Salominne the elven cultist at level 25 on the 41st Haze 122nd year of Ascendancy at 13:10 Killed by elven corruptor at level 29 on the 13rd Regrowth 123rd year of Ascendancy at 11:55 Killed by Grand Corruptor at level 29 on the 14th Regrowth 123rd year of Ascendancy at 06:45 Killed by Atamathon the Giant Golem at level 41 on the 7th Haze 123rd year of Ascendancy at 14:32 Killed by Atamathon the Giant Golem at level 41 on the 7th Haze 123rd year of Ascendancy at 14:56 Killed by Atamathon the Giant Golem at level 41 on the 7th Haze 123rd year of Ascendancy at 15:20 Killed by Atamathon the Giant Golem at level 41 on the 7th Haze 123rd year of Ascendancy at 15:30 Killed by Atamathon the Giant Golem at level 41 on the 7th Haze 123rd year of Ascendancy at 15:42 |
| Antimagic | Follower |
Primary Stats
| Strength | 63 (base 34) |
| Dexterity | 100 (base 62) |
| Constitution | 99 (base 60) |
| Magic | 1 (base 7) |
| Willpower | 96 (base 19) |
| Cunning | 87 (base 60) |
Resources
| Life | 4525/4525 |
| Fury | 262/262 |
| Stamina | 655/655 |
| Equilibrium | 50 |
| Healing Factor | 2.5 |
| Regeneration | 70.375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +23.80369589297% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 12.680425806594 |
| See Stealth | 13 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 523 |
| Accuracy | 85 |
| Crit Chance | 117% |
| APR | 88 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 71% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| All | +7% |
Offense: Damage Penetration
| Physical | +36% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 179.50622231749 (73.402488926995%) |
| Defense | 73 |
| Ranged Defense | 75 |
| Fatigue | 5 |
| Physical Save | 88 |
| Spell Save | 50 |
| Mental Save | 68 |
Defense: Resistances
| Blight | + 47%( 70%) |
| Arcane | + 32%( 70%) |
| All | + 29%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 57%( 70%) |
| Temporal | + 46%( 70%) |
| Physical | + 40%( 70%) |
| Lightning | + 39%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Teleport Resistance | 45% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (0/0)
Class Talents
| Wild-heart / Sightless Beast | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-heart / Locomotion | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Hunting Pack | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Perseverance | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-heart / Blood Scent | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Ego / Wolf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Hoarding Beast | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-heart / Natural Combat | 1.30 |
| 0/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 0/10 |
| 10/10 |
| 4/10 |
| Wild-heart / Noble Animal | 0.80 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/10 |
| 10/10 |
| 0/10 |
| 0/10 |
| Wild-heart / Howling | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Inner Animal | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/10 |
| 0/10 |
| 10/10 |
| 2/10 |
| Wild-heart / Antimatter | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Martial Training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Spotting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Heart Racing |
| talent | Red of their Eyes |
| talent | Habit Spot |
| talent | Shadows Dancing |
| talent | Exposed Spot |
| talent | Raise Ears |
| talent | Steady Pace |
| talent | Wild Savagery |
| talent | Rhythmic Movement |
| beneficial effect | You are feeling out a combat technique. AdaptationThe number of adaptions you can make is equal to your total number of talent points in Wild-Heart/Spotting plus your cunning. Adaptations: 89/89 (Cunning + Spotting talent points). --------------------------------- Accuracy: 74.8 Armor Penetration: 68.7 Critical Hit Rate: 0.0% Physical Penetration: 0.0% |
| beneficial effect | You have Cyroralle the Fireknight in your mouth: ClaspingType: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Damage when hit (Melee): 16 fire Changes stats: +4 Dex / +12 Con Changes resistances penetration: +25% physical Critical mult.: +6.00% Physical save: +20 (+4 eff.) Life regen: +3.00 Stamina each turn: +0.80 Maximum life: +100.00 (... This object smells strange...) |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by headless horror. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lick Wounds (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved Luck by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Rabbit's Foot (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Elusiveness (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Elusiveness (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Elusiveness (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Natural Combat by +0.05. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Natural Combat by +0.05. | 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 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 ice dragon that dwelled there. | done |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You told The Summoner about the Trolls. He explained that is where adventurers usually start their careers, yet you remember nothing about that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You told The Summoner about Derth. He was pleased that your presence was accepted so graciously. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past 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. Go tell the Summoner what you saw! * You have explored the Daikara. Go tell the Summoner what you saw! | done |
- You have just received a big lead-- An explanation why you couldn't find what you have been looking for: The source of your anxiety is not on Maj'Eyal, but rather, to the Far East. Jogging memories (part 3)- For some reason, the Summoner seems unusually confident about how you could get there-- But feels a great deal of worry about how safe it would be to send you outside of his range. - You must find a POWERFUL source of natural energies that may be used to fuel you during your long-distance travel to the east... * You explored the Spellblaze Mark and only found a maniacal Rhalore bent on world destruction. Unfortunately, his altar had nothing to offer you... * You explored an old crypt of dead and mummified shaloren. There were powerful, magical artifacts indeed, but unfortunately, they were all mostly arcane... * You explored a hidden compound of enslaved, gladiatorial men-- whether you were their savior or not is debatable. Unfortunately, they did not have anything... * You explored some old ruins and solved a centuries-old riddle. Unfortunately, all you found were a set of stairs, and something tells you you don't want to go down them... Yet. * You explored the Last Hope Graveyard and found the wailing spirit of a banshee. Unfortunately, there were no powerful artifacts within the disturbed tomb... * You explored Tempest Peak and encountered a maniacal storm mage. Unfortunately, despite all that lightning, you found no usable sources of power... * You explored an abandoned complex and found a mutant human created through experiments. Unfortunately, he offered you no solutions to your problems... * You were lured into a cellar full of cultists that wanted to summon a demon. Unfortunately, the woman you found cannot (conventionally) be used as a fuel source... * Upon trying to inform The Summoner, the 'butler' (a voice even more overpowering than The Summoner's himself) warned you not to tell him... Yet. - By the Summoner's command, you are now to investigate Dreadfell! You are warned of powerful blighted energies, however. * You have braved the dreaded Dreadfell and defeated the powerful master within! It seems he had acquired a powerful artifact at some point... | done |
You have taken the Farportal and successfully arrived in the east. Ironically, now that you are here, you must find a way back as soon as possible. Again, it's strange: How did The Summoner know this portal would only be one-way...?! Journey to the West- You were warned that your time would be limited with ONLY your orb. You MUST find a way back! - You found out The Summoner's true name: It was Gandnalli! - It turns out The Summoner did, indeed, know of Sunwall long before anyone else in Maj'Eyal. In fact, he was a sympathizer for them against antimagics! Either way, Aeryn has suggested a way of returning home-- An old tinkerer at the north-east of town... - Zemekkys appears to have helped The Summoner reach Maj'Eyal in the past, but will say no more than that. No doubt, he can help you get back as well, but you'll need to do some tasks... - You got back home safely! Go tell The Summoner what has transgressed! - It seems, as usual, The Summoner is not in his usual place. Without a direct link, you can't tell precisely where he is, however... - You found the Summoner! - You could not tell The Summoner what you really thought of him... And he somehow seems to have known...! | 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 |
In your hands (figuratively), you hold a staff of unquestionably immense power. You instantly sense that this artifact might be the key to solving one step of your problems... You'd best inform The Summoner. Lost MagicIn the midst of your battle with the orcs, you were absorbed by the staff of absorption. Luckily, you and the staff were later found by The Summoner. He intends to use the staff to send you to the east... But how? You defeated your opponent and created an orb out of its essence! Using the Staff of Absorption, you have created yourself a Lifelink-- something along the lines of a battery. With this, you should have absolutely no issues journeying to the Far East. There, you should find this elusive 'Truth'... You have made it to the Far East! | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: SeparationWith that said, you have become a War Hound. What could this possibly mean...? *** Scent of the Wilds Smells hold all sorts of interesting history. Scent out the world, carefully... *** Song of the Wilds The world (more particularly, The Summoner) is listening. Why not shout out your toils and frustrations...? Calicule You met with a lonely wolf named "Calicule". He seems to have a great deal of worldly knowledge... Zuuls You met the distorted mess of a hound named "Zuuls". He appears to be a time traveller... Could he help you? The Withering Thing You defeated a terrible withering mongrel within the Heart of Gloom. Turigund You met with a strange golden fox named "Turigund". He seemed to know a lot of secrets... Rungof You encountered the legendary warg titan "Rungof". He leads the wargs; beasts so fierce, not even nature can tame them. Dokatt You met with a strange draconic dog named "Dokatt". His terrible howl, somehow, lures wildlife to himself... | active |
It seems much has occurred while you have been gone. The Summoner has given you a checklist of things you must accomplish in order to truly purify Maj'Eyal of evil: Returning Evils- Within the Old Forest, you discovered Snaproot: a powerful treant utilizing the power of fire and corruption. Go tell The Summoner! - Within the Maze, you discovered Nimisil: a spider capable of wielding celestial sun and moon magic. Go tell The Summoner! - Within Trollmire, you discovered Aluin: a lost, despairing paladin as mighty as the sun. Go tell The Summoner! - Within the Daikara Mountains, you discovered Massok: a massive, dragon-slaying orc. Go tell The Summoner! - Within Dreadfell, you discovered Pale Drake: a cunning, fiery skeleton mage. Go tell The Summoner! - "A giant blighted sandworm?? Oh dear... Was the queen containing this terrible fiend? Well, it is dealt with now, at least..." - Within Kor'pul, you discovered the Kor's Fury: a shade filled with all of Kor'pul's wrath. Go tell The Summoner! - "A terrible, blighted demon?? Errrmmm... Are you okay? You look a little bit pale... No? You're fine? I hope so..." Maj'Eyal is now a safe place, thanks to your hard work! | done |
The Summoner is really starting to lose it. He wants you to bring him the Awakened Staff of Absorption so that he could "show" you something... Saying Farewell... It is quite likely what he is about to show you is his own demise... And yet, there might still be some substance behind this. Worst case scenario: You become immortal. - The Summoner's parting gift was an orb filled with his natural energies. Simply clasping it permanently removes all necessity for a lifelink. One might say this is the end of your journey and his-- But you can feel his will within the orb, stressing to you: "No. This is only the beginning." | 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: 444. | 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 the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed ritch stinger. * You've found the needed minotaur nose. 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 needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed skeleton mage skull. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed snow giant kidney. * You've found the needed vial of squid ink. 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. | 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Light source | survivor's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Light radius: +3 See stealth: +13 See invisible: +10 Healing mod.: +17% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | defender's drakeskin leather cap of fortune (6 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +13 Defense: +6 (+2 eff.) Fatigue: +5% Changes stats: +9 Lck Changes resistances: +7% all Physical save: +12 (+2 eff.) Spell crit. chance: +4% Mental crit. chance: +4% A cap made of leather. |
| Tool | dwarven-steel torque of psychoportation 'Gadheda' [power 33] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Physical crit. chance: +5.0% Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +4% physical (... This object smells strange...) It can be used to teleport randomly (rad 33), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
| Around neck | Glowsaw the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% blight / +7% physical / +6% light Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +25% Teleport immunity: +20% Stamina each turn: +0.40 Amulets can have magical properties. |
| In mouth | Cyroralle the FireknightInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Damage when hit (Melee): 16 fire Changes stats: +4 Dex / +12 Con Changes resistances penetration: +25% physical Critical mult.: +6.00% Physical save: +20 (+4 eff.) Life regen: +3.00 Stamina each turn: +0.80 Maximum life: +100.00 (... This object smells strange...) Amulets can have magical properties. |
| Tail slot | survivor's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Physical save: +8 (+1 eff.) Spell save: +7 (+2 eff.) Light radius: +3 Healing mod.: +12% A normal brass lantern, enhanced by alchemy to make it brighter. |
| Around waist | PitchquickInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * Slows global speed by 15% * 35% chance to inflict 15% damage reduction Changes stats: +12 Dex / +11 Cun / +6 Con / +10 Lck Changes resistances: +15% lightning / +14% temporal / +9% light / +6% blight / +5% arcane / +6% darkness Trap disarming bonus: +29 Stealth bonus: +15 Mental save: +11 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +15% Infravision radius: +6 A belt that goes around your waist. |
| Cloak | restorative elven-silk cloak of fog (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +13% blight / +21% fire / +25% light / +20% nature Stealth bonus: +12 Life regen: +2.90 Healing mod.: +23% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Decoration slot | 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. |
| Decoration slot | 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 (+2 eff.) Knockback immunity: +100% (... This object smells strange...) This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Inventory
healing infusion (heal 86)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 and cleanse 1 wound and 1 poison effect. 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. |
heroism infusion (+6 for 10 turns, die at -144)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -144 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the warrior (+15 for 11 turns, die at -617)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 11 turns. While Heroism is active, you will only die when reaching -617 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (664% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 664% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (507% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 507% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (690% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 690% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 486 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 486 life over 5 turns. 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. |
regeneration infusion (heal 354 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 354 life over 5 turns. 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. |
regeneration infusion (heal 434 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 434 life over 5 turns. 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. |
regeneration infusion (heal 295 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. 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. |
regeneration infusion (heal 411 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 411 life over 5 turns. 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. |
regeneration infusion (heal 315 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 315 life over 5 turns. (... This object smells strange...) 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. |
regeneration infusion (heal 310 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 310 life over 5 turns. 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. |
regeneration infusion of the psychic (heal 417 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 356 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 535 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 535 life over 5 turns. Its effects scale with your Strength stat. (... This object smells strange...) 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. |
sun infusion (rad 9; power 21; turns 5; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. 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. |
sun infusion (rad 8; power 21; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. 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. |
sun infusion (rad 8; power 21; turns 3; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. (... This object smells strange...) It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 15%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 21%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 7 turns. Also removes cross-tier effects of the affected types for free. (... This object smells strange...) 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. |
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. |
cleansing copper amulet of strength (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% nature / +10% blight Poison immunity: +20% Disease immunity: +23% Amulets can have magical properties. |
starlit voratun amulet of perfection (0.37 Wild-heart / Snarling Beast,0.37 Wild-child / Sapient Ones)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +18% light / +11% darkness Talent masteries: +0.37 Wild-heart / Snarling Beast +0.37 Wild-child / Sapient Ones Blindness immunity: +50% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb (... This object smells strange...) 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 (+9 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. |
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 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) 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). Activating this item is instant. (... This object smells strange...) It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 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, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
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. |
savior's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +11 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +11 (+3 eff.) Life regen: +1.40 Maximum life: +55.00 Healing mod.: +20% Rings can have magical properties. |
solipsist's stralite ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +1.10 Maximum life: +56.00 Mindpower: +8 (+2 eff.) Healing mod.: +18% Rings can have magical properties. |
titan's steel ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+1 eff.) Stun/Freeze immunity: +24% Life regen: +0.80 Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+15 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 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." |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
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. |
restorative cashmere cloak of fog (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Changes resistances: +13% blight / +13% fire / +12% nature / +13% light Stealth bonus: +9 Life regen: +1.20 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Calicule's Coat (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * Slows global speed by 35% Damage when hit (Melee): 4 light Changes resistances: +30% lightning / +9% nature / +6% light Changes resistances penetration: +15% mind Changes damage: +20% lightning Light radius: +2 The coat of this wolf is soft, yet stiff. You could almost say it feels as its original owner's emotions did. |
linen wizard hat of the mountain (+10%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +10% physical Changes damage: +10% physical A pointy cloth hat, very wizardly... |
413 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. |
8 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. |
9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig (... This object smells strange...) Allows you to dig a wall, remove a tree, create ways. |
5 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. |
8 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. |
9 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. |
Lock of Temporal HairInfused by nature 1.00 Encumbrance. [Unique] Type: misc / hair ; tier 3 When carried: Changes resistances: +10% temporal Teleport immunity: +25% Sheddings from a "temporal hound"... That strange temporal hound left these stiff strands of hair behind... |
Orb of the Self Orb of the SelfInfused by nature 1.00 Encumbrance. [Plot Item] Type: orb / lifelink ; tier 5 When wielded/worn: Changes stats: +10 Lck When carried: Activating this item is instant. This item can be held in the mouth. It can be used to tap into The Summoner's power, costing 10 power out of 40000/40000. An orb containing part of your own spirit. Its touch empowers you; You feel as though another you were holding yourself up. |
piercing brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +5 Changes resistances penetration: +6% all Maximum life: +42.00 Light radius: +4 (... This object smells strange...) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun (... This object smells strange...) 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 (... This object smells strange...) 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 (... This object smells strange...) 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 (... This object smells strange...) 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. |
35 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. |
14 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. |
12 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. |
6 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. |
12 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. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
19 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. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
22 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. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Shining Orb of the Summoner Shining Orb of the SummonerInfused by nature 1.00 Encumbrance. [Plot Item] Type: orb / lifelink ; tier 5 When wielded/worn: Changes stats: +5 Lck When carried: Activating this item is instant. This item can be held in the mouth. It can be used to tap into The Summoner's power, costing 10 power out of 79980/80000. An orb containing the spirit of The Summoner. Its touch invigorates you, reminding you of The Summoner's resplendent aura. |
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.
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.
You never did find out who or what you really are, but that does not matter now; you have found a new purpose.
... And so, Xelnoth, though having sought the heavens and divided the earth, did not feel satisfied with his conquest-- He sought more than that.
Xelnoth walks away from High Peak, dissatisfied, in search of more that requires his aid; a wandering avatar of nature, doing all that nature decrees...
However, your story does not yet have closure:
Back in Maj'Eyal, The Summoner is still yet unaware of your whereabouts. You should tell him the good news.
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Xelnoth the Wolf War Hound level 33
38th Pyre 123rd year of Ascendancy at 02:59 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Xelnoth the Wolf War Hound level 18
63rd Dusk 122nd year of Ascendancy at 01:09 see stats
A living one! (Exploration mode)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Xelnoth the Wolf War Hound level 46
14th Regrowth 124th year of Ascendancy at 02:15 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By Xelnoth the Wolf War Hound level 42
51st Haze 123rd year of Ascendancy at 05:25 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By Xelnoth the Wolf War Hound level 41
48th Haze 123rd year of Ascendancy at 17:46 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Xelnoth the Wolf War Hound level 36
66th Pyre 123rd year of Ascendancy at 00:52 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Xelnoth the Wolf War Hound level 16
49th Dusk 122nd year of Ascendancy at 17:51 see stats
Demonic Invasion (Exploration mode)
Stopped a demonic invasion by closing their portal.By Xelnoth the Wolf War Hound level 48
67th Regrowth 124th year of Ascendancy at 20:30 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Xelnoth the Wolf War Hound level 35
47th Pyre 123rd year of Ascendancy at 01:49 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Xelnoth the Wolf War Hound level 16
58th Dusk 122nd year of Ascendancy at 17:01 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Xelnoth the Wolf War Hound level 33
45th Regrowth 123rd year of Ascendancy at 01:55 see stats
Fear of Fours (Exploration mode)
Killed all four bosses of the Slime Tunnels.By Xelnoth the Wolf War Hound level 50
13rd Pyre 124th year of Ascendancy at 08:15 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Xelnoth the Wolf War Hound level 18
63rd Dusk 122nd year of Ascendancy at 00:19 see stats
Invasion from the Depths (Exploration mode)
Stopped a naga invasion by closing their portal.By Xelnoth the Wolf War Hound level 49
69th Regrowth 124th year of Ascendancy at 15:51 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Xelnoth the Wolf War Hound level 10
1st Summertide 122nd year of Ascendancy at 05:42 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Xelnoth the Wolf War Hound level 20
75th Dusk 122nd year of Ascendancy at 04:05 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Xelnoth the Wolf War Hound level 30
18th Regrowth 123rd year of Ascendancy at 05:46 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Xelnoth the Wolf War Hound level 40
60th Dusk 123rd year of Ascendancy at 06:21 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Xelnoth the Wolf War Hound level 50
69th Regrowth 124th year of Ascendancy at 22:46 see stats
Oozemancer (Exploration mode)
Destroyed the corrupted oozemancer.By Xelnoth the Wolf War Hound level 33
1st Time of Balance 123rd year of Ascendancy at 10:31 see stats
Orcrist (Exploration mode)
Killed the leaders of the Orc Pride.By Xelnoth the Wolf War Hound level 50
75th Regrowth 124th year of Ascendancy at 12:02 see stats
Overpowered! (Exploration mode)
Did over 6000 damage in one attack.By Xelnoth the Wolf War Hound level 37
78th Pyre 123rd year of Ascendancy at 23:24 see stats
Race through fire (Exploration mode)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Xelnoth the Wolf War Hound level 45
12nd Regrowth 124th year of Ascendancy at 02:22 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Xelnoth the Wolf War Hound level 16
30th Dusk 122nd year of Ascendancy at 16:20 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Xelnoth the Wolf War Hound level 25
42nd Haze 122nd year of Ascendancy at 17:08 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Xelnoth the Wolf War Hound level 25
42nd Haze 122nd year of Ascendancy at 00:35 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Xelnoth the Wolf War Hound level 24
40th Haze 122nd year of Ascendancy at 07:23 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Xelnoth the Wolf War Hound level 35
62nd Pyre 123rd year of Ascendancy at 23:20 see stats
Tactical master (Exploration mode)
Fought the two Sorcerers without closing any invocation portals.By Xelnoth the Wolf War Hound level 50
16th Pyre 124th year of Ascendancy at 16:50 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Xelnoth the Wolf War Hound level 38
2nd Mirth 123rd year of Ascendancy at 05:04 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Xelnoth the Wolf War Hound level 9
7th Mirth 122nd year of Ascendancy at 23:48 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Xelnoth the Wolf War Hound level 18
63rd Dusk 122nd year of Ascendancy at 01:09 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Xelnoth the Wolf War Hound level 28
2nd Wintertide 123rd year of Ascendancy at 03:33 see stats
The Sun Still Shines (Exploration mode)
Aeryn survived the last battle.By Xelnoth the Wolf War Hound level 50
16th Pyre 124th year of Ascendancy at 16:52 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By Xelnoth the Wolf War Hound level 28
76th Haze 122nd year of Ascendancy at 10:21 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Xelnoth the Wolf War Hound level 13
6th Flare 122nd year of Ascendancy at 09:38 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Xelnoth the Wolf War Hound level 39
13rd Dusk 123rd year of Ascendancy at 11:52 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Xelnoth the Wolf War Hound level 28
1st Wintertide 123rd year of Ascendancy at 12:10 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Xelnoth the Wolf War Hound level 27
74th Haze 122nd year of Ascendancy at 18:29 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Xelnoth the Wolf War Hound level 16
49th Dusk 122nd year of Ascendancy at 18:20 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Xelnoth the Wolf War Hound level 31
24th Regrowth 123rd year of Ascendancy at 06:58 see stats
Log
You gain 10.49 gold from the transmogrification of mighty dragonbone longbow of nature.
You gain 10.91 gold from the transmogrification of thunderous voratun greatmaul (65.5-98.25 power, 4 apr).
You gain 25.00 gold from the transmogrification of Shockoath (39-50.7 power, 9 apr).
You gain 5.20 gold from the transmogrification of voratun battleaxe of torment (58-87 power, 4 apr).
You gain 13.22 gold from the transmogrification of glacial voratun battleaxe of evisceration (59-88.5 power, 4 apr).
You gain 25.00 gold from the transmogrification of Gleambait the voratun ring.
You gain 0.64 gold from the transmogrification of healing infusion (heal 48).
There is an exit to the worldmap here (press '' or right click to use).
As you approach The Summoner, you are filled with invigoration. Your Lifelink has been recharged!
... It's quiet... Very quiet...
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.
Accepted quest 'Saying Farewell'! (Press 'j' to see the quest log)
Quest 'Saying Farewell' is done! (Press 'j' to see the quest log)
Xelnoth picks up (Z.): Raw Summoning Orb.
Lore found: Shining Orb of the Summoner
You can read all your collected lore in the game menu, by pressing Escape.
Xelnoth deactivates Wild Savagery.
Xelnoth deactivates Red of their Eyes.
Xelnoth deactivates Raise Ears.
Xelnoth deactivates Shadows Dancing.
Xelnoth deactivates Exposed Spot.
Xelnoth deactivates Habit Spot.
Xelnoth deactivates Heart Racing.
Xelnoth deactivates Rhythmic Movement.
Xelnoth deactivates Steady Pace.

























































