Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Temporal Warden |
| Level / Exp | 50 / 1136% |
| Size | big |
| Lifes / Deaths | Killed by Porudakira the greater telugoroth at level 21 on the 68th Haze 122nd year of Ascendancy at 18:40 3 / 4Killed by Aeriwe the bloated horror at level 31 on the 52nd Regrowth 123rd year of Ascendancy at 21:46 Killed by Velorissra the orc assassin at level 36 on the 10th Pyre 123rd year of Ascendancy at 17:34 Killed by ritch flamespitter at level 36 on the 4th Dusk 123rd year of Ascendancy at 04:59 |
Primary Stats
| Strength | 101 (base 43) |
| Dexterity | 104 (base 63) |
| Constitution | 49 (base 14) |
| Magic | 89 (base 61) |
| Willpower | 46 (base 19) |
| Cunning | 79 (base 45) |
Resources
| Life | 1744/1744 |
| Positive | 68/177 |
| Paradox | 300 |
| Healing Factor | 1 |
| Regeneration | 5.75 |
Speed
| Mental | +9.99999999999% |
| Attack | -8.0047080075474E-12% |
| Movement | +55.804258065941% |
| Spell | -8.0047080075474E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 29.306037563615 |
| See Invisible | 29.306037563615 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
| Damage | 220 |
| Accuracy | 67 |
| Crit Chance | 58% |
| APR | 42 |
| Speed | 0.64 |
Offense: Spell
| Spellpower | 49.666666666667 |
| Crit Chance | 34% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 49.6 |
| Crit Chance | 39% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| All | +7% |
Defense: Base
| Armour (hardiness) | 41 (30%) |
| Defense | 55.648604128195 |
| Ranged Defense | 56.981937461528 |
| Fatigue | 4 |
| Physical Save | 83.85 |
| Spell Save | 56 |
| Mental Save | 62.625 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Teleport Resistance | 50% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 284.43 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Cunning stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Chronomancy / Bow Threading | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Contingency |
| talent | Chant of Fortress |
| talent | Weapon Folding |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
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. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by armoured skeleton warrior. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You 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: 1465. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | active |
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 Clear | active |
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 | Lightstrike (0 def, 5 armour) Lightstrike (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Mag / +16 Wil / +6 Con Changes resistances: +15% acid Changes resistances penetration: +15% acid / +10% physical / +10% light Changes damage: +3% light Physical save: +11 (+2 eff.) Spell save: +15 (+5 eff.) Mental save: +13 (+3 eff.) Mana each turn: +0.51 Maximum mana: +49.00 Spell crit. chance: +5% Mindpower: +9 (+3 eff.) Light radius: +3 It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Quiver | Take your Time (44/44, 81-113.4 power, 30 apr) Take your Time (44/44, 81-113.4 power, 30 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 81.0 - 113.4 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +13.0% Capacity: 44 On weapon hit: * Slows global speed by 47% * 25% chance to put talents on cooldown Travel speed: +200% Damage (Ranged): +8 arcane Burst (radius 1) on hit: +8 arcane / +12 nature When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
| Light source | Ivegalle the dwarven lantern Ivegalle the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +13 (+4 eff.) Changes stats: +1 Cun / +2 Str Grants telepathy: Humanoid/Orc Physical save: +20 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +17 (+4 eff.) Maximum life: +68.00 Maximum mana: +80.00 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Halyregodunabar the Cloudvile (0 def, 3 armour) Halyregodunabar the Cloudvile (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +7 Dex / +1 Mag / +2 Wil / +4 Con Changes resistances: +12% lightning Physical save: +10 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +11 (+3 eff.) Stamina when hit: +2.10 Equilibrium when hit: +1.90 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +30.00 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | Torchroar the dwarven-steel torque of clear mind [power 3] (10 cooldown) Torchroar the dwarven-steel torque of clear mind [power 3] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid / 4 fire Changes resistances: +6% fire Changes resistances penetration: +5% fire Changes damage: +12% acid It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun ring 'Isewyn' voratun ring 'Isewyn'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +2 Defense: +7 (+2 eff.) Changes resistances: +32% lightning / +3% blight Changes damage: +16% lightning Physical save: +3 (+1 eff.) Stun/Freeze immunity: +42% Life regen: +3.50 Only die when reaching: -80.00 life Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
| On fingers | Runythad the Sparkspawn Runythad the SparkspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Effects on melee hit: * 40% chance to daze * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 lightning Changes stats: +8 Str / +8 Con Changes resistances: +6% blight / +6% lightning Changes resistances penetration: +10% blight Physical save: +30 (+6 eff.) Spell save: +9 (+3 eff.) Mental save: +15 (+4 eff.) Rings can have magical properties. |
| Around waist | Tarralach the drakeskin leather belt Tarralach the drakeskin leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +15 (+3 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +6% blight Critical mult.: +15.00% Physical save: +15 (+3 eff.) Spell save: +17 (+5 eff.) Disease immunity: +15% Spellpower on spell critical (stacks up to 3 times): +6 Mindpower: +12 (+4 eff.) Mental crit. chance: +14% Damage Shield penetration: +20% Size category: +1 A belt that goes around your waist. |
| In main hand | dragonbone longbow 'Dimstoker' dragonbone longbow 'Dimstoker'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * 40% chance to inflict damage reduction * 20% chance to corrode armour Travel speed: +200% Burst (radius 2) on crit: +6 darkness / +2 blight When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +7 Str Changes resistances: +3% darkness Changes resistances penetration: +14% acid Changes damage: +9% blight / +6% darkness Life regen: +2.00 Longbows are used to shoot arrows at your foes. |
| On hands | drakeskin leather gloves 'Aryrita' (0 def, 5 armour) drakeskin leather gloves 'Aryrita' (0 def, 5 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +5 Damage (Melee): 15 acid Changes stats: +10 Str / +10 Dex / +8 Cun Changes resistances: +16% acid / +3% fire / +6% nature / +18% darkness Changes damage: +11% acid Talent cooldown: Double Strike (-2 turns) Physical save: +28 (+6 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | Yareharabers the elven-silk cloak (13 def, 0 armour) Yareharabers the elven-silk cloak (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+4 eff.) Changes stats: +10 Str / +12 Con Changes resistances: +25% light / +24% fire Changes resistances penetration: +10% temporal Stealth bonus: +14 Physical save: +39 (+8 eff.) Mental save: +14 (+4 eff.) Psi when hit: +0.20 Only die when reaching: -50.00 life Maximum life: +220.00 Maximum hate: +6.00 Maximum psi: +20.00 Mindpower: +4 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Brightblur' voratun amulet 'Brightblur'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Fatigue: -4% Changes stats: +4 Wil / +6 Mag Changes damage: +9% fire / +9% physical Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Teleport immunity: +50% Mana each turn: +0.59 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Maximum psi: +10.00 Combat speed: +10% It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Inventory
heat beam rune (122 fire damage) heat beam rune (122 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 9 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 121.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
lightning rune of the wizard (656 lightning damage) lightning rune of the wizard (656 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 218.61 to 655.84 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic 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. |
shielding rune of the sneak (absorb 504 for 5 turns) shielding rune of the sneak (absorb 504 for 5 turns)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 504 damage for 5 turns. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
voratun amulet 'Analdil' voratun amulet 'Analdil'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +16 Dex / +2 Mag Changes resistances penetration: +10% arcane Blindness immunity: +26% Maximum mana: +80.00 Spellpower: +2 (+1 eff.) Infravision radius: +8 Sight radius: +2 See invisible: +12 Amulets can have magical properties. |
warrior's steel amulet of teleportation warrior's steel amulet of teleportationPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Teleport immunity: +50% Stamina each turn: +0.50 It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Halovor HalovorCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +13 Con Changes resistances: +6% cold / +2% physical Reduces incoming crit damage: 15.00% Spell save: +59 (+16 eff.) Confusion immunity: +15% Teleport immunity: +10% Maximum stamina: +103.00 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +26% Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 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). 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. This talent takes no time to use. As long as you wear this ring, you will never forget who you are. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Newly picked up Ring of the War MasterRing of the War Master Crafted 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 / Combat training +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Shield offense +0.30 Technique / Archery excellence +0.30 Technique / Two-handed assault +0.30 Technique / Unarmed training +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat veteran +0.30 Technique / Dual techniques +0.30 Technique / Shield defense +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. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 156.64 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Xalemira the voratun ring Xalemira the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +2 Wil Mental save: +13 (+3 eff.) Confusion immunity: +43% Spellpower: +2 (+1 eff.) Damage Shield penetration: +30% Rings can have magical properties. |
Kilnoblivion (37.5-48.75 power, 9 apr) Kilnoblivion (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +6 Mag / +6 Wil / +2 Cun Critical mult.: +10.00% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +5.00 Maximum psi: +10.00 Spellpower: +12 (+4 eff.) Sharp, short and deadly. |
Kilnoblivion (37.5-48.75 power, 9 apr) Kilnoblivion (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +6 Mag / +6 Wil / +2 Cun Critical mult.: +10.00% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +5.00 Maximum psi: +10.00 Spellpower: +12 (+4 eff.) Sharp, short and deadly. |
Newly picked up Mercy (35-45.5 power, 9 apr)Mercy (35-45.5 power, 9 apr) Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Mag, 55% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 0% Mag, 100% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Newly picked up Dream Malleus (56-84 power, 5 apr)Dream Malleus (56-84 power, 5 apr) Requires: - Willpower 25 - Magic 25 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 70% Wil, 70% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +5 Attack speed: 100% On weapon hit: * 21% chance to cause random gloom Damage (Melee): +35 mind Burst (radius 2) on crit: +8 blight When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Changes stats: +3 Cun / +6 Wil Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Critical mult.: +16.00% Psi each turn: +0.10 Maximum stamina: +30.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +5% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Newly picked up Champion's Will (67-107.2 power, 22 apr)Champion's Will (67-107.2 power, 22 apr) Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 115% Mag, 20% Con Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Newly picked up Dethblyd (70-112 power, 18 apr)Dethblyd (70-112 power, 18 apr) Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stat: 140% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
stralite mace 'Gleba' (35.5-49.7 power, 5 apr) stralite mace 'Gleba' (35.5-49.7 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Mag Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 13% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +10 blight / +18 insidious poison When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +3% blight Changes resistances penetration: +10% mind Mental save: +10 (+2 eff.) Disease immunity: +25% Hate when firing a critical mind attack: +2.00 Blunt and deadly. |
stralite mace 'Gleba' (35.5-49.7 power, 5 apr) stralite mace 'Gleba' (35.5-49.7 power, 5 apr)Requires: - Magic 35 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Blunt and deadly. |
Layoth (17.5-19.25 power, 40 apr, nature damage) Layoth (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 acid Burst (radius 1) on hit: +4 mind / +8 arcane When wielded/worn: Effects on melee hit: * 54% chance to corrode armour Damage when hit (Melee): 8 acid / 4 mind Changes stats: +4 Cun / +4 Wil Changes resistances: +3% mind / +10% physical Changes resistances penetration: +5% acid / +10% physical / +10% arcane Changes damage: +3% mind / +8% physical Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Physical save: +8 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+2 eff.) Equilibrium when hit: +2.40 Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% It can be used to inflict 121.12 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical 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 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." |
Newly picked up Ce'Nesewyn the dragonbone vilestaff (42-50.4 power, 6 apr, acid element)Ce'Nesewyn the dragonbone vilestaff (42-50.4 power, 6 apr, acid 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: 42.0 - 50.4 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% Burst (radius 2) on crit: +8 acid When wielded/worn: Changes stats: +1 Mag / +3 Wil Changes resistances: +6% acid Changes resistances penetration: +21% acid Changes damage: +42% acid Talent granted: +1 Command Staff Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Spellpower: +29 (+10 eff.) Spell crit. chance: +15% It can be used to unleash an elemental blastwave, dealing 77.89 - 93.47 acid damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Newly picked up magewarrior's short dragonbone magestaff of invocation (30-36 power, 6 apr, cold element)magewarrior's short dragonbone magestaff of invocation (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 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: +11 (+3 eff.) Physical crit. chance: +7.0% Physical power: +10 (+2 eff.) Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +31 (+10 eff.) Spell crit. chance: +8% It can be used to conjure elemental energy in a radius 10 cone, dealing 69.48 - 83.37 cold damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Blastpain the pair of voratun boots (0 def, 5 armour) Blastpain the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +12% nature / +6% acid Changes resistances penetration: +10% lightning Physical save: +20 (+4 eff.) Silence immunity: +43% Disarm immunity: +10% Confusion immunity: +41% Stun/Freeze immunity: +42% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shifting Boots (7 def, 1 armour) Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+2 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 14 (based on Magic), costing 22 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
restorative pair of drakeskin leather boots of invasion (0 def, 5 armour) restorative pair of drakeskin leather boots of invasion (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes resistances penetration: +15% physical Life regen: +4.80 Healing mod.: +23% A pair of boots made of leather. |
umbral hardened leather gloves of dispersion (0 def, 2 armour) umbral hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 4 arcane / 7 darkness Changes stats: +4 Mag / +4 Wil Changes resistances: +5% arcane / +8% darkness Changes damage: +5% darkness It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eilinirivena (0/23, 56-78.4 power, 18 apr) Eilinirivena (0/23, 56-78.4 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 56.0 - 78.4 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +15.0% Capacity: 23 On weapon hit: * 40% chance to disease * 10% chance to knock the target back On weapon crit: * cripple the target Damage (Ranged): +23 fire / +42 physical Burst (radius 1) on hit: +16 blight Burst (radius 2) on crit: +15 fire Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Mag Damage type: Bright light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
plaguebringer's quiver of dragonbone arrows of crippling (23/23, 55-77 power, 18 apr) plaguebringer's quiver of dragonbone arrows of crippling (23/23, 55-77 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.0 - 77.0 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +15.0% Capacity: 23 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 15% chance to disease On weapon crit: * cripple the target Damage (Ranged): +20 blight Arrows are used with bows to pierce your foes to death. |
sentry's quiver of dragonbone arrows of annihilation (47/47, 73-102.2 power, 38 apr) sentry's quiver of dragonbone arrows of annihilation (47/47, 73-102.2 power, 38 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 73.0 - 102.2 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +38 Physical crit. chance: +15.0% Capacity: 47 Turns elapse between self-loadings: 2 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
brutal voratun pickaxe (dig speed 11 turns) brutal voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+2 eff.) Changes stats: +3 Str Critical mult.: +19.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Turuneg' (dig speed 22 turns) voratun pickaxe 'Turuneg' (dig speed 22 turns)3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Camidor CamidorCrafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +1 Changes stats: +8 Cun / +1 Dex Changes resistances: +9% blight Blindness immunity: +33% Confusion immunity: +29% Stamina each turn: +0.60 Light radius: +3 Infravision radius: +9 See stealth: +22 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 20/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) 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. |
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. |
bloodstone 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. |
3 fire opal 3 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. |
Rod of Recall (0/1) Rod of Recall (0/1)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 172/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 594.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
voratun torque of psychoportation [power 58] (30 cooldown) voratun torque of psychoportation [power 58] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 58), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Newly picked up Honeywood ChaliceHoneywood Chalice Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
volcanic dragonbone wand of clairvoyance [power 14] (6 cooldown) volcanic dragonbone wand of clairvoyance [power 14] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +3 Volcano It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 14), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Skeltew the tougher the Skeleton Temporal Warden level 30
25th Regrowth 123rd year of Ascendancy at 02:42 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Skeltew the tougher the Skeleton Temporal Warden level 48
76th Haze 123rd year of Ascendancy at 23:04 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Skeltew the tougher the Skeleton Temporal Warden level 29
14th Regrowth 123rd year of Ascendancy at 19:51 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Skeltew the tougher the Skeleton Temporal Warden level 35
64th Regrowth 123rd year of Ascendancy at 12:18 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Skeltew the tougher the Skeleton Temporal Warden level 42
5th Haze 123rd year of Ascendancy at 15:57 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Skeltew the tougher the Skeleton Temporal Warden level 33
59th Regrowth 123rd year of Ascendancy at 21:50 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Skeltew the tougher the Skeleton Temporal Warden level 23
70th Haze 122nd year of Ascendancy at 16:53 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Skeltew the tougher the Skeleton Temporal Warden level 40
62nd Dusk 123rd year of Ascendancy at 19:41 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Skeltew the tougher the Skeleton Temporal Warden level 20
74th Dusk 122nd year of Ascendancy at 19:41 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Skeltew the tougher the Skeleton Temporal Warden level 32
56th Regrowth 123rd year of Ascendancy at 04:57 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Skeltew the tougher the Skeleton Temporal Warden level 40
63rd Dusk 123rd year of Ascendancy at 06:23 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Skeltew the tougher the Skeleton Temporal Warden level 50
23rd Regrowth 124th year of Ascendancy at 13:51 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Skeltew the tougher the Skeleton Temporal Warden level 19
53rd Dusk 122nd year of Ascendancy at 00:20 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Skeltew the tougher the Skeleton Temporal Warden level 7
7th Flare 122nd year of Ascendancy at 23:22 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Skeltew the tougher the Skeleton Temporal Warden level 50
9th Allure 124th year of Ascendancy at 22:56 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By Skeltew the tougher the Skeleton Temporal Warden level 47
57th Haze 123rd year of Ascendancy at 02:48 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 Skeltew the tougher the Skeleton Temporal Warden level 23
3rd Decay 122nd year of Ascendancy at 00:55 see stats
Impossible Death (Insane (Adventure) difficulty)
Got killed by your future self.By Skeltew the tougher the Skeleton Temporal Warden level 22
69th Haze 122nd year of Ascendancy at 01:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Skeltew the tougher the Skeleton Temporal Warden level 10
12nd Dusk 122nd year of Ascendancy at 09:01 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Skeltew the tougher the Skeleton Temporal Warden level 20
53rd Dusk 122nd year of Ascendancy at 15:36 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Skeltew the tougher the Skeleton Temporal Warden level 30
19th Regrowth 123rd year of Ascendancy at 23:44 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Skeltew the tougher the Skeleton Temporal Warden level 40
54th Dusk 123rd year of Ascendancy at 16:57 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Skeltew the tougher the Skeleton Temporal Warden level 50
7th Allure 124th year of Ascendancy at 15:34 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Skeltew the tougher the Skeleton Temporal Warden level 49
7th Allure 124th year of Ascendancy at 07:09 see stats
Paradoxology (Insane (Adventure) difficulty)
Both killed your future self and got killed by your future self.By Skeltew the tougher the Skeleton Temporal Warden level 22
69th Haze 122nd year of Ascendancy at 01:12 see stats
Portal master (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed four invocation portals.By Skeltew the tougher the Skeleton Temporal Warden level 50
23rd Regrowth 124th year of Ascendancy at 13:50 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Skeltew the tougher the Skeleton Temporal Warden level 46
28th Haze 123rd year of Ascendancy at 13:06 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Skeltew the tougher the Skeleton Temporal Warden level 21
45th Haze 122nd year of Ascendancy at 05:41 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Skeltew the tougher the Skeleton Temporal Warden level 40
62nd Dusk 123rd year of Ascendancy at 20:16 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Skeltew the tougher the Skeleton Temporal Warden level 32
56th Regrowth 123rd year of Ascendancy at 07:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Skeltew the tougher the Skeleton Temporal Warden level 9
7th Dusk 122nd year of Ascendancy at 00:51 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Skeltew the tougher the Skeleton Temporal Warden level 49
7th Allure 124th year of Ascendancy at 15:14 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Skeltew the tougher the Skeleton Temporal Warden level 9
5th Dusk 122nd year of Ascendancy at 03:49 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Skeltew the tougher the Skeleton Temporal Warden level 36
10th Dusk 123rd year of Ascendancy at 08:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Skeltew the tougher the Skeleton Temporal Warden level 23
3rd Decay 122nd year of Ascendancy at 01:00 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Skeltew the tougher the Skeleton Temporal Warden level 15
34th Dusk 122nd year of Ascendancy at 00:30 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Skeltew the tougher the Skeleton Temporal Warden level 28
14th Regrowth 123rd year of Ascendancy at 08:36 see stats
Log
There is an item here: Blood of Life
There is an item here: Blood of Life
There is an item here: The Black Ring
There is an item here: Ring of the War Master
Skeltew the tougher picks up (o.): The Black Ring.
Skeltew the tougher picks up (o.): Ring of the War Master.
You transfer Latafayn (68-108.8 power, 5 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
Error while transfering Dream Malleus (56-84 power, 5 apr) to the online item's vault, please retry later.
Server said: unknown reason
Saving done.
You transfer The Black Ring to the online item's vault.
Saving done.
Saving game...
Saving done.
Error while transfering Ring of the War Master to the online item's vault, please retry later.
Server said: unknown reason
Saving done.
Error while transfering Ring of the War Master to the online item's vault, please retry later.
Server said: unknown reason
Saving done.
Skeltew the tougher deactivates Chant of Fortress.
Skeltew the tougher deactivates Contingency.
Skeltew the tougher deactivates Weapon Folding.
