















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Summoner |
| Level / Exp | 35 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Porylethra the shadowblade at level 18 on the 44th Profit 122nd year of Ascendancy at 08:30 6 / 1 |
Primary Stats
| Strength | 21 (base 12) |
| Dexterity | 23 (base 11) |
| Constitution | 82 (base 51) |
| Magic | 8 (base 10) |
| Willpower | 102.93928310734 (base 53) |
| Cunning | 60 (base 40) |
Resources
| Life | 1122/1122 |
| Equilibrium | 38 |
| Healing Factor | 1.6285714285714 |
| Regeneration | 5.9442857142858 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 40.606190251377 |
| See Invisible | 40.606190251377 |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 57 |
| Crit Chance | 22% |
| APR | 54 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 101 |
| Accuracy | 57 |
| Crit Chance | 21% |
| APR | 67 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +23% |
| Blight | +14% |
| Physical | +11% |
| Mind | +36% |
| All | +2% |
| Lightning | +15% |
| Light | +21% |
| Darkness | +15% |
| Nature | +17% |
Offense: Damage Penetration
| Physical | +6% |
| Darkness | +11% |
| Lightning | +15% |
| Temporal | +13% |
Defense: Base
| Armour (hardiness) | 30 (60%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 68 |
| Spell Save | 60 |
| Mental Save | 76 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 30%( 70%) |
| Physical | + 38%( 70%) |
| Cold | + 53%( 70%) |
| All | + 26%( 70%) |
| Lightning | + 53%( 70%) |
| Light | + 55%( 70%) |
| Temporal | + 39%( 70%) |
| Mind | + 48%( 70%) |
| Darkness | + 51%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Disarm Resistance | 28% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 539 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 129 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (advanced) | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Summoning (utility) | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Harmony | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Master Summoner |
| talent | Psiblades |
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 |
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 |
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 injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | 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 Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 253. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed pouch of faeros ash. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | wanderer's pair of dwarven-steel boots of void walking (0 def, 4 armour)3.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Con dps ---------- Res.pen +11% darkness +13% temporal ----- def ----- Armour +4 Fatigue +3% Resists +17% darkness +11% temporal Phys.save +12 (+3 eff.) Mind.save +14 (+4 eff.) Def/telep +13 Res/telep +12% Dur/telep +14% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Lustrerot1.0 T3 lite [Random Unique] Arcane While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.pwr +25 (+5 eff.) Dmg.mod +8% darkness +8% light ----- def ----- Resists +7% cold +6% temporal +8% darkness +12% light Affinity +5% darkness +5% light Def/telep +12 Res/telep +11% Dur/telep +13% ---------- misc Light +6 Infravis +4 Sun Flare: Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 51.16 light damage. At talent level 3 you gain 10% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.9 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 240.32 mind damage and cripples the target's higher mental functions, reducing cunning by 21 and confusing (37% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
| On hands | Stormcast (0 def, 2 armour)1.5 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Con dps ---------- Melee+ 8 acid 11 light Dmg.mod +6% acid +6% light +3% blight Res.pen +15% lightning Melee Ret 6 lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +2 Fatigue +3% Resists +7% acid +9% light +6% blight Phys.save +16 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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. |
| On fingers | solipsist's gold ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +8 (+2 eff.) Rings can have magical properties. |
| On fingers | steel ring 'Cuthuyon'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning +9% mind ----- def ----- Resists +26% lightning +9% darkness +6% cold +6% acid +15% light Rings can have magical properties. |
| Around neck | wanderer's gold amulet of the eclipse0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Melee+ 7 light 7 darkness Dmg.mod +5% light +5% darkness On Melee Ret: * 7% chance to reduce damage dealt by 34% * 6% chance to blind ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
| In main hand | Amethyst of Sanctuary (111% power, 54 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 111% Range: 1.1x Uses 100% Wil, 60% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +54 Crit +6.0% Atk.spd 100% While equipped: Stats +16 Wil dps ---------- Mind.crit +7% Mind.pwr +28 (+6 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+6 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
| Around waist | hardened leather belt 'Daimalar'1.0 T3 belt armor [Random Unique] Nature While equipped: Stats +4 Wil +1 Cun +3 Con dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +9% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +7% acid +7% fire +7% lightning +7% cold Mind.save +8 (+2 eff.) HP.reg +1.40 Heal.mod +20% ---------- misc Light +2 A belt that goes around your waist. |
| In off hand | wyrm's pulsing mindstar of sand (105% power, 67 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature Power 106% Range: 1.1x Uses 100% Wil, 60% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +67 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +16 (+4 eff.) Melee+ 6 lightning 19 physical 5 fire 4 acid 6 cold Dmg.mod +9% physical Res.pen +6% physical ----- def ----- Resists +4% lightning +16% physical +3% cold +4% fire +3% acid 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. |
| Cloak | Noonbraze (27 def, 9 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +9 Defense +27 (+10 eff.) Resists +13% cold +15% mind +3% light Phys.save +18 (+4 eff.) Spell.save +6 (+2 eff.) Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
heroism infusion of the psychic (die at -638; dur 6; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -638 life. The duration and life will increase by 1% for every 1% life you have lost (currently 638 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 7; phase 24; cd 20)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 6; phase 18; cd 20)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
steel amulet of mastery (0.19 Wild-gift / Summoning (melee))0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.19 Wild-gift/Summoning (melee) Amulets can have magical properties. |
Shiverreaper the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% mind Melee Ret 2 cold ----- def ----- Resists +13% lightning +3% cold Crit.dmg- 15.00% Stun/Frz- +20% Amulets can have magical properties. |
copper ring 'Flashwreck'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +15% fire Acc +8 (+4 eff.) Apr +8 Melee Ret 2 lightning 2 fire ----- def ----- Defense +7 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
treant's steel ring of fire (+6%)0.1 T2 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +6% blight +20% fire +6% nature Poison- +14% Disease- +12% Rings can have magical properties. |
mule's gold ring of warding0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: ----- def ----- Fatigue -6% Resists +19% acid +10% fire +15% lightning +13% cold ---------- misc Max.enc +24 Rings can have magical properties. |
solipsist's gold ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Rings can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +11 (+6 eff.) Apr +9 ----- def ----- Defense +11 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Ce'Nokira (105% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +20 acid On Hit.r1 +12 acid On Crit.r2 +8 mind While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee Ret 2 acid 8 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +6% acid +6% mind Max.HP +26.00 HP.reg +1.50 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. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Frozenbreaker (2 def, 5 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Armour +5 Defense +2 (+1 eff.) Resists +6% temporal +15% cold Max.HP +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nydunador (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Mag +2 Cun +3 Con dps ---------- Res.pen +5% temporal ----- def ----- Armour +3 Resists +7% lightning +5% temporal +5% fire +9% cold Phys.save +13 (+3 eff.) Mind.save +10 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Xuyanor the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +1 Str +7 Dex +9 Wil +4 Cun ----- def ----- Armour +3 Fatigue +3% Resists +11% blight +15% mind +19% darkness Mind.save +29 (+7 eff.) Confus- +33% ---------- misc Light +1 Infravis +5 See.Invis +6 A cap made of leather. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
19 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
463 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 376.05 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(152 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+2 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.9 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 118 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
steel torque of mindblast [power 170] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 231 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of mindblast [power 210] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 286 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive yew totem of healing [power 266] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending yew totem of stinging [power 230] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 269 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
piercing elm wand of shielding [power 122] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Alybers the Snowripper [power 170] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +6 Dex +2 Wil +3 Con ----- def ----- Resists +3% cold Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 45. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered ash wand of clairvoyance [power 11] (21 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 11, power 34 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing yew wand of shielding [power 248] (20 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By KayelGee 2nd the Dwarf Summoner level 31
3rd Iron 123rd year of Ascendancy at 05:03 see stats
Against all odds
Killed Ukruk in the ambush.By KayelGee 2nd the Dwarf Summoner level 28
6th Loss 122nd year of Ascendancy at 03:00 see stats
Ay ay captain!
Turn into a pirate!By KayelGee 2nd the Dwarf Summoner level 22
2nd Dearth 122nd year of Ascendancy at 07:46 see stats
Brave new world
Went to the Far East and took part in the war.By KayelGee 2nd the Dwarf Summoner level 35
14th Gold 123rd year of Ascendancy at 21:03 see stats
Bringer of Doom
Killed a Bringer of Doom.By KayelGee 2nd the Dwarf Summoner level 32
22nd Steel 123rd year of Ascendancy at 13:05 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By KayelGee 2nd the Dwarf Summoner level 31
22nd Shortage 122nd year of Ascendancy at 09:01 see stats
Destroyer's bane
Killed Golbug the Destroyer.By KayelGee 2nd the Dwarf Summoner level 34
34th Steel 123rd year of Ascendancy at 21:47 see stats
Exterminator
Killed 1000 creatures.By KayelGee 2nd the Dwarf Summoner level 18
42nd Profit 122nd year of Ascendancy at 10:45 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By KayelGee 2nd the Dwarf Summoner level 35
1st Gold 123rd year of Ascendancy at 17:38 see stats
Got eggs?
Finish the Pikataclysm event.By KayelGee 2nd the Dwarf Summoner level 20
5th Wealth 122nd year of Ascendancy at 11:29 see stats
Guiding Hand
Saved all escorted adventurers.By KayelGee 2nd the Dwarf Summoner level 30
8th Shortage 122nd year of Ascendancy at 14:52 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By KayelGee 2nd the Dwarf Summoner level 19
2nd Wealth 122nd year of Ascendancy at 13:42 see stats
Level 10
Got a character to level 10.By KayelGee 2nd the Dwarf Summoner level 10
6th Profit 122nd year of Ascendancy at 17:00 see stats
Level 20
Got a character to level 20.By KayelGee 2nd the Dwarf Summoner level 20
3rd Wealth 122nd year of Ascendancy at 21:59 see stats
Level 30
Got a character to level 30.By KayelGee 2nd the Dwarf Summoner level 30
10th Loss 122nd year of Ascendancy at 23:43 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By KayelGee 2nd the Dwarf Summoner level 13
27th Profit 122nd year of Ascendancy at 08:11 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By KayelGee 2nd the Dwarf Summoner level 30
11st Loss 122nd year of Ascendancy at 13:08 see stats
Size matters
Did over 600 damage in one attack.By KayelGee 2nd the Dwarf Summoner level 25
38th Dearth 122nd year of Ascendancy at 21:48 see stats
Sliders
Activated a portal using the Orb of Many Ways.By KayelGee 2nd the Dwarf Summoner level 35
10th Gold 123rd year of Ascendancy at 03:19 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By KayelGee 2nd the Dwarf Summoner level 5
18th Voratun 122nd year of Ascendancy at 19:59 see stats
The secret city
Discovered the truth about mages.By KayelGee 2nd the Dwarf Summoner level 34
44th Steel 123rd year of Ascendancy at 02:24 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By KayelGee 2nd the Dwarf Summoner level 32
6th Iron 123rd year of Ascendancy at 18:12 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By KayelGee 2nd the Dwarf Summoner level 23
34th Dearth 122nd year of Ascendancy at 08:57 see stats
Treasure Hunter
Amassed 1000 gold pieces.By KayelGee 2nd the Dwarf Summoner level 17
38th Profit 122nd year of Ascendancy at 09:07 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By KayelGee 2nd the Dwarf Summoner level 27
5th Loss 122nd year of Ascendancy at 01:41 see stats
Log
Saving game...
Saving done.
New Achievement: Brave new world!
Quest 'Strange new world' is done! (Press 'j' to see the quest log)
She marks the location of Ardhungol on your map.
Accepted quest 'Eight legs of wonder'! (Press 'j' to see the quest log)
Accepted quest 'The many Prides of the Orcs'! (Press 'j' to see the quest log)
Aeryn points to the known locations on your map.
You have learned the talent Relentless Pursuit.
Zemekkys points to the location of Vor Armoury on your map.
Accepted quest 'There and back again'! (Press 'j' to see the quest log)
Today is the 15th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is an exit to the worldmap here (press '' or right click to use).
There is a Gates of Morning (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Saving game...
Saving done.
KayelGee 2nd deactivates Master Summoner.
KayelGee 2nd deactivates Psiblades.












































































































