
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 50 / 828% |
| Size | big |
| Lifes / Deaths | Killed by Zappo I at level 25 on the 23rd Haze 122nd year of Ascendancy at 12:23 5 / 3Killed by Zappo I at level 50 on the 7th Decay 123rd year of Ascendancy at 16:03 Killed by Zappo I at level 50 on the 7th Decay 123rd year of Ascendancy at 16:48 |
Primary Stats
| Strength | 24 (base 11) |
| Dexterity | 31 (base 12) |
| Constitution | 44 (base 29) |
| Magic | 118 (base 60) |
| Willpower | 127 (base 60) |
| Cunning | 77 (base 36) |
Resources
| Life | -103/606 |
| Mana | 1260/1304 |
| Positive | 16/197 |
| Healing Factor | 1 |
| Regeneration | 6.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 12 |
| See Stealth | 25 |
| See Invisible | 25 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine, demon/minor, demon/major |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 46 |
| Crit Chance | 100% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 98.600000000001 |
| Crit Chance | 91% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 77.175 |
| Crit Chance | 75% |
| Speed | 1 |
Offense: Damage Bonus
| All | +50% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 45.85 |
| Ranged Defense | 45.85 |
| Fatigue | 5 |
| Physical Save | 44.358333333333 |
| Spell Save | 75.00625 |
| Mental Save | 91.935 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 5% |
| Bleed Resistance | 5% |
| Confusion Resistance | 10% |
| Fear Resistance | 0% |
| Silence Resistance | 0% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 23% for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 690 damage for 5 turns. The effect will scale with your magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 40% for 7 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Wildfire | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is recovering 13 life each turn. Recovery |
| detrimental effect | Zone-wide effect: +10% darkness damage, -10% darkness resistance, -10% mental save, -20% fear immunity. Echoes of the void |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by shadow. Escort: lost anorithil (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 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 Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +2. | 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 Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1525. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within19 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. * 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 | blood-soaked pair of drakeskin leather boots of spellbinding (0 def, 5 armour) blood-soaked pair of drakeskin leather boots of spellbinding (0 def, 5 armour)Requires: - Level 35 Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 Armour: +5 Fatigue: +5% Changes stats: +6 Mag Spell save: +8 Lowers spell cool-downs by: 10% A pair of boots made of leather. This item has been sent to the Item's Vault. |
| Light source | dwarven lantern 'Amelebers' dwarven lantern 'Amelebers'Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 arcane / 8 blight Changes stats: +9 Mag Changes resistances: +30% darkness / +12% acid Changes resistances penetration: +5% arcane Changes damage: +30% light Damage affinity(heal): +10% light Mental save: +14 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +23 Light radius: +12 See stealth: +25 See invisible: +25 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 133.67 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Krazy Hat of the Psycho-elf (3 def, 0 armour) Krazy Hat of the Psycho-elf (3 def, 0 armour)Requires: - Level 35 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +8 Mag / +7 Wil / +9 Cun / +10 Con Changes damage: +20% arcane / +12% blight Critical mult.: +10.00% Mental save: +9 Life regen: +6.00 Psi each turn: +0.40 Equilibrium when hit: +0.12 Mindpower: +12 Mental crit. chance: +8% Heals friendly targets nearby when you use a nature summon: +20 Damage Shield Power: +15% It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 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 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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... This item has been sent to the Item's Vault. |
| Tool | Tehor the voratun pickaxe (dig speed 7 turns) Tehor the voratun pickaxe (dig speed 7 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 arcane / 16 temporal Changes stats: +5 Cun / +3 Str Changes resistances penetration: +10% arcane / +10% temporal Changes damage: +13% fire / +10% mind / +6% temporal Mental save: +13 Lowers spell cool-downs by: 10% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of the Psycho Elf Ring of the Psycho ElfRequires: - Level 35 Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 Effects on melee hit: * 30% chance to corrode armor Damage when hit (Melee): 12 acid Changes stats: +2 Dex / +18 Wil / +7 Cun / +1 Con Changes resistances: +40% darkness Changes resistances penetration: +5% mind Changes damage: +20% darkness / +8% all Grants telepathy: Demon/Minor Demon/Major Mental save: +36 Spellpower: +20 Mindpower: +34 Infravision radius: +3 Rings can have magical properties. This item has been sent to the Item's Vault. |
| On fingers | Scumpall the voratun ring Scumpall the voratun ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +7 Mag / +22 Wil / +6 Cun Changes resistances: +9% nature Changes resistances penetration: +5% acid / +5% lightning Changes damage: +3% acid Mental save: +44 Spellpower: +14 Mindpower: +13 Rings can have magical properties. |
| Around waist | Meh, not really worth $4000 Meh, not really worth $4000Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 Defense: +23 Changes stats: +6 Str / +10 Dex / +2 Mag / +3 Wil / +6 Cun / +4 Con / +8 Lck Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Trap disarming bonus: +30 Stealth bonus: +30 Physical save: +15 Mental save: +15 Spellpower: +12 Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
| In main hand | dragonbone starstaff 'Brightwaker' (30-36 power, 6 apr, fire element) dragonbone starstaff 'Brightwaker' (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% 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: +12 Physical crit. chance: +23.0% Physical power: +9 Damage (Melee): 42 arcane Damage when hit (Melee): 4 light / 8 fire Changes resistances: +6% lightning / +9% temporal Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Mental save: +27 Cut immunity: +5% Pinning immunity: +5% Knockback immunity: +15% Maximum mana: +120.00 Spellpower: +42 Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Oh Zappo I love your Gloves! (0 def, 3 armour) Oh Zappo I love your Gloves! (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * 25% chance to cause random insanity Damage (Melee): 15 fire / 38 darkness / 36 mind Changes resistances: +13% fire / +9% temporal Changes resistances penetration: +15% fire Changes damage: +10% fire Critical mult.: +15.00% Physical save: +10 Spell save: +29 Mental save: +1 Spell crit. chance: +20% Mindpower: +10 Mental crit. chance: +20% Activating this item is instant. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | elven-silk robe 'Islethra' (5 def, 0 armour) elven-silk robe 'Islethra' (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Effects on melee hit: * 44% chance to corrode armor Damage when hit (Melee): 22 acid Changes stats: +1 Mag Changes damage: +3% acid / +3% arcane / +40% all Spell save: +22 Spellpower: +41 Spell crit. chance: +6% Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Psycho's Cloak of Awesomeness (18 def, 0 armour) Psycho's Cloak of Awesomeness (18 def, 0 armour)Requires: - Level 35 Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 Damage when hit (Melee): 16 light Changes stats: +6 Mag / +10 Wil / +1 Cun Changes resistances penetration: +15% lightning / +15% arcane / +5% mind Changes damage: +15% arcane Grants telepathy: Demon/Minor Demon/Major Critical mult.: +25.00% Physical save: +15 Spell save: +26 Mental save: +15 Maximum mana: +156.00 Spellpower: +10 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
| Around neck | Weepquake WeepquakePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +1 Wil Changes resistances: +5% arcane Changes resistances penetration: +10% nature Changes damage: +13% blight / +13% fire Critical mult.: +18.00% Equilibrium when hit: +0.08 Spellpower: +13 Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 340) healing infusion of the wizard (heal 340)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 Is: a nature gift Description: Activate the infusion to instantly heal yourself for 340 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+24 for 12 turns, die at -1078) heroism infusion of the wizard (+24 for 12 turns, die at -1078)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: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 12 turns. While Heroism is active, you will only die when reaching -1078 life. However, when below 0 you cannot see how much life you have left. 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 Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 23%; cure magical, physical) wild infusion of the wizard (resist 23%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 23% for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the psychic (681 acid damage; dur 5; apply 90) acid wave rune of the psychic (681 acid damage; dur 5; apply 90)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 681.10 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 90. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower 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. |
heat beam rune of the sneak (734 fire damage) heat beam rune of the sneak (734 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 733.54 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning 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. |
heat beam rune of the sneak (729 fire damage) heat beam rune of the sneak (729 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 729.22 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning 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. |
manasurge rune of the titan (1708% regen over 10 turns; 85 instant mana) manasurge rune of the titan (1708% regen over 10 turns; 85 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1708% over 10 turns and instantly restoring 85 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% It can be used to activate talent Wormhole (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: 12 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 8 turns. At level 4, you may choose the exit location target area (radius 3). The duration will scale with your Paradox. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
steel amulet 'Toxinwinnow' steel amulet 'Toxinwinnow'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +6 Damage when hit (Melee): 4 blight Changes resistances cap: +2% all Changes resistances penetration: +10% nature Physical save: +11 Spell save: +10 Maximum mana: +80.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% 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 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. |
Borogothad (30-36 power, 6 apr, fire element) Borogothad (30-36 power, 6 apr, fire element)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: 80% 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: Defense: +21 Damage (Melee): 11 % chance of confusion / 27 fire Changes stats: +1 Cun Changes resistances penetration: +15% mind Changes damage: +6% arcane / +30% fire Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +40.00% Physical save: +14 Spell save: +11 Mental save: +13 Spellpower: +32 Spell crit. chance: +13% Mindpower: +4 See invisible: +17 Damage Shield penetration: +35% Staves designed for wielders of magic, by the greats of the art. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Requires: - Level 35 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 5.2 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 481.89 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. This item has been sent to the Item's Vault. |
252 alchemist agate 252 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Nimbusschism' (dig speed 5 turns) voratun pickaxe 'Nimbusschism' (dig speed 5 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 12 light Changes stats: +3 Str Changes resistances: +21% lightning / +6% nature Changes damage: +15% fire / +15% mind / +6% nature Critical mult.: +20.00% Mental save: +15 Light radius: +1 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused 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. |
Compressed Time Compressed TimePowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 5 When carried: Light radius: +8 It can be used to become a near god for 500 turns (usable only once!), costing 1 power out of 1/1. This looks like a time fragment of the timestream, all compressed in a time ball of power! |
jade 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 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / -12% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal / +0% all Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass, costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2 bloodstone 2 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, 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 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. |
4 diamond 4 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 Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
3 pearl 3 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 Gems can be sold for money or used in arcane rituals. |
quartz 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% Gems can be sold for money or used in arcane rituals. |
2 amber 2 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% Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Zappo I the Shalore Archmage level 36
70th Pyre 123rd year of Ascendancy at 15:17 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Zappo I the Shalore Archmage level 50
49th Haze 123rd year of Ascendancy at 07:03 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Zappo I the Shalore Archmage level 36
63rd Pyre 123rd year of Ascendancy at 03:35 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Zappo I the Shalore Archmage level 47
7th Haze 123rd year of Ascendancy at 07:48 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Zappo I the Shalore Archmage level 39
11st Dusk 123rd year of Ascendancy at 12:38 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Zappo I the Shalore Archmage level 26
30th Haze 122nd year of Ascendancy at 19:24 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Zappo I the Shalore Archmage level 36
67th Pyre 123rd year of Ascendancy at 07:40 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Zappo I the Shalore Archmage level 48
25th Haze 123rd year of Ascendancy at 08:30 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Zappo I the Shalore Archmage level 38
8th Dusk 123rd year of Ascendancy at 06:02 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Zappo I the Shalore Archmage level 31
65th Regrowth 123rd year of Ascendancy at 19:34 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Zappo I the Shalore Archmage level 39
11st Dusk 123rd year of Ascendancy at 13:50 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Zappo I the Shalore Archmage level 22
12nd Haze 122nd year of Ascendancy at 09:29 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Zappo I the Shalore Archmage level 21
8th Haze 122nd year of Ascendancy at 18:36 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zappo I the Shalore Archmage level 29
42nd Regrowth 123rd year of Ascendancy at 19:58 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Zappo I the Shalore Archmage level 27
9th Decay 122nd year of Ascendancy at 20:50 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Zappo I the Shalore Archmage level 50
2nd Decay 123rd year of Ascendancy at 11:06 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zappo I the Shalore Archmage level 27
4th Decay 122nd year of Ascendancy at 18:13 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Zappo I the Shalore Archmage level 10
7th Dusk 122nd year of Ascendancy at 05:27 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Zappo I the Shalore Archmage level 20
46th Dusk 122nd year of Ascendancy at 14:30 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Zappo I the Shalore Archmage level 30
42nd Regrowth 123rd year of Ascendancy at 19:58 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Zappo I the Shalore Archmage level 40
15th Dusk 123rd year of Ascendancy at 00:32 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Zappo I the Shalore Archmage level 50
40th Haze 123rd year of Ascendancy at 14:38 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Zappo I the Shalore Archmage level 50
80th Haze 123rd year of Ascendancy at 10:41 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Zappo I the Shalore Archmage level 50
41st Haze 123rd year of Ascendancy at 14:14 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Zappo I the Shalore Archmage level 26
43rd Haze 122nd year of Ascendancy at 23:30 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Zappo I the Shalore Archmage level 37
74th Pyre 123rd year of Ascendancy at 08:54 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Zappo I the Shalore Archmage level 19
44th Dusk 122nd year of Ascendancy at 17:33 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Zappo I the Shalore Archmage level 39
8th Dusk 123rd year of Ascendancy at 11:19 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Zappo I the Shalore Archmage level 11
14th Dusk 122nd year of Ascendancy at 08:37 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Zappo I the Shalore Archmage level 50
80th Haze 123rd year of Ascendancy at 14:12 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zappo I the Shalore Archmage level 29
28th Regrowth 123rd year of Ascendancy at 22:38 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Zappo I the Shalore Archmage level 46
3rd Haze 123rd year of Ascendancy at 01:17 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Zappo I the Shalore Archmage level 41
32nd Dusk 123rd year of Ascendancy at 20:53 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Zappo I the Shalore Archmage level 27
9th Decay 122nd year of Ascendancy at 20:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Zappo I the Shalore Archmage level 18
41st Dusk 122nd year of Ascendancy at 18:41 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Zappo I the Shalore Archmage level 35
62nd Pyre 123rd year of Ascendancy at 05:51 see stats
Log
Zappo I slows down.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Zappo I's Fireflash killed Zappo I!
Saving done.
Talent Flame is ready to use.
Talent Fireflash is ready to use.
Talent Vision is ready to use.
Talent Draconic Will is ready to use.
Talent Inferno is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Barrier is ready to use.
Talent Shielding is ready to use.
Talent Vitality is ready to use.
Talent Grace of the Eternals is ready to use.
Talent Keen Senses is ready to use.
Talent Arcane Power is ready to use.
Talent Disruption Shield is ready to use.
Talent Wildfire is ready to use.
Talent Quicken Spells is ready to use.
Talent Burning Wake is ready to use.
Talent Arcane Shield is ready to use.
Talent Essence of Speed is ready to use.
Talent Spellcraft is ready to use.
Zappo I casts Fireflash.
Zappo I is recovering from the damage!
Saving game...
