Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Enhanced Wield Replace 1.1.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Sun Paladin |
| Level / Exp | 50 / 643% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 105 (base 60) |
| Dexterity | 89 (base 56) |
| Constitution | 90 (base 60) |
| Magic | 93 (base 60) |
| Willpower | 41 (base 21) |
| Cunning | 43 (base 24) |
Resources
| Life | 1774/1774 |
| Positive | 111/112 |
| Stamina | 304/304 |
| Vim | 237/266 |
| Healing Factor | 1.29 |
| Regeneration | 14.48118102384 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 10 |
Offense: Mainhand
| Damage | 205 |
| Accuracy | 68 |
| Crit Chance | 36% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37.95 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Defense: Base
| Armour (hardiness) | 133.4 (100%) |
| Defense | 46.723209496081 |
| Ranged Defense | 50.056542829415 |
| Fatigue | 57 |
| Physical Save | 62.5 |
| Spell Save | 58.05 |
| Mental Save | 25.575 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 25% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 83% |
| Disarm Resistance | 40% |
| Bleed Resistance | 100% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 367.38 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 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 473 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 2/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 1.59 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Retribution |
| talent | Daunting Presence |
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Second Life |
| talent | Elemental Discord |
| talent | Chant of Light |
| talent | Weapon of Wrath |
| 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 surrounded by a magical shield, absorbing 695/695 damage nil before it crumbles. Damage Shield |
| beneficial effect | The target's spellpower has been increased by 7. Spellsurge |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You failed to protect the lost warrior from death by Xanekira the bloated horror. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Foresight (+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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
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: 571. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Mardyldil (0 def, 21 armour) Mardyldil (0 def, 21 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +21 Fatigue: +5% Changes stats: +1 Mag Changes resistances: +11% acid / +11% fire / +9% lightning / +10% cold Changes damage: +6% arcane Critical mult.: +10.00% Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Infravision radius: +2 A pair of boots made of leather. |
| Light source | Aminaristir AminaristirInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +1 Con / +7 Wil Changes damage: +14% mind Critical mult.: +3.00% Confusion immunity: +25% Life regen: +0.40 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Braniziladin the Sparkward (11 def, 5 armour) Braniziladin the Sparkward (11 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +6 (+2 eff.) Armour: +5 Defense: +11 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn Changes stats: +5 Str / +7 Dex / +8 Cun / +5 Con Changes resistances: +9% blight / +24% cold / +24% darkness / +9% lightning Changes damage: +9% light / +21% lightning Allows you to breathe in: water Light radius: +3 Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 88.76 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Tool | The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+4 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Muh HP Bar Muh HP BarInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 8 light Changes stats: +1 Con Changes resistances: +14% blight / +40% cold / +15% nature / +9% light Changes damage: +3% arcane / +20% cold Critical mult.: +6.00% Physical save: +3 (+1 eff.) Poison immunity: +30% Disease immunity: +30% Disarm immunity: +40% Pinning immunity: +50% Knockback immunity: +46% Life regen: +2.60 Maximum life: +144.00 Healing mod.: +29% Rings can have magical properties. |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | archmage's voratun amulet of mastery (0.29 Celestial / Radiance) archmage's voratun amulet of mastery (0.29 Celestial / Radiance)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes damage: +6% acid / +6% fire / +7% cold / +6% lightning Talent mastery: +0.29 Celestial / Radiance Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
| In main hand | Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to strike a target at up to range 10 for an automatic critical hit as lightning damage, costing 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
| Around waist | ravager's hardened leather belt of the giants ravager's hardened leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances penetration: +6% physical Changes damage: +17% physical Spell save: +10 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
| Cloak | Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.2 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 132.53 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Main armor | Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage equal to the speed detriment, but never to less than 30% of the original damage. Current Resistance: 0% It can be used to slow the movement speed of all creatures within 5 spaces (including yourself) by 40%, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
shielding rune of the duelist (absorb 659 for 5 turns) shielding rune of the duelist (absorb 659 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: 21 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 659 damage for 5 turns. Its effects scale with your Dexterity 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. |
teleportation rune of the warrior (range 139) teleportation rune of the warrior (range 139)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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 139 with a minimum range of 15. Its effects scale with your Strength 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. |
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. |
Growsweep the gold amulet Growsweep the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Damage when hit (Melee): 4 nature Changes resistances: +5% arcane / +3% blight Changes resistances cap: +4% all Physical save: +10 (+2 eff.) Amulets can have magical properties. |
Seargash SeargashInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Dex Changes resistances: +9% darkness / +9% blight Changes damage: +3% fire Spell save: +15 (+4 eff.) Amulets can have magical properties. |
savior's gold amulet of the eclipse savior's gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 8 light / 8 darkness Effects when hit in melee: * 7% chance to inflict damage reduction * 7% chance to blind Changes damage: +8% light / +8% darkness Physical save: +16 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +15 (+8 eff.) Amulets can have magical properties. |
savior's voratun amulet of the eclipse savior's voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 9 light / 10 darkness Effects when hit in melee: * 11% chance to inflict damage reduction * 10% chance to blind Changes damage: +14% light / +9% darkness Physical save: +14 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +18 (+9 eff.) Amulets can have magical properties. |
starseer's stralite amulet of mastery (0.27 Celestial / Radiance) starseer's stralite amulet of mastery (0.27 Celestial / Radiance)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes damage: +7% darkness / +5% temporal / +5% light / +6% physical Talent mastery: +0.27 Celestial / Radiance Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
wanderer's voratun amulet of soulsearing wanderer's voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +7 Cun / +7 Con Changes damage: +10% blight / +8% fire Critical mult.: +13.00% Life regen: +0.90 Stamina each turn: +0.60 Spellpower: +10 (+2 eff.) Movement speed: +10% Amulets can have magical properties. |
warmaker's voratun amulet of mastery (0.37 Technique / Two-handed assault) warmaker's voratun amulet of mastery (0.37 Technique / Two-handed assault)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +6 Wil Talent mastery: +0.37 Technique / Two-handed assault Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of Growth Ring of GrowthRequires: - Level 15 Infused 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. This item has been sent to the Item's Vault. |
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. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
gladiator's stralite ring of life gladiator's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +4 Con Life regen: +0.70 Maximum life: +59.00 Healing mod.: +24% Rings can have magical properties. |
sneakthief's voratun ring of misery sneakthief's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +13 Cun / +9 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
sneakthief's voratun ring of tenacity sneakthief's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +8 Cun / +8 Dex Disarm immunity: +20% Pinning immunity: +34% Knockback immunity: +20% Maximum life: +26.00 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's steel ring of perseverance warrior's steel ring of perseveranceRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. This item has been sent to the Item's Vault. |
warrior's voratun ring of life warrior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Changes stats: +5 Str Life regen: +1.70 Maximum life: +73.00 Healing mod.: +19% Rings can have magical properties. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 50% Mag, 30% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+4 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fires a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Mucuszeal (34.5-44.85 power, 9 apr) Mucuszeal (34.5-44.85 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 34.5 - 44.9 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +24 insidious poison / +8 blight Burst (radius 2) on crit: +11 fire When wielded/worn: Changes resistances penetration: +8% fire Changes damage: +6% blight / +12% nature Global speed: +2% Sharp, short and deadly. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Dex, 50% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
stralite dagger 'Healwrecker' (29-37.7 power, 9 apr) stralite dagger 'Healwrecker' (29-37.7 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Nature Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 40% chance to gain 10% of a turn On weapon crit: * cripple the target Damage (Melee): +12 insidious poison Burst (radius 1) on hit: +4 nature When wielded/worn: Armour penetration: +8 Physical crit. chance: +12.0% Changes resistances: +3% nature Changes damage: +3% nature Critical mult.: +12.00% Sharp, short and deadly. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Witch-Bane (42-58.8 power, 4 apr) Witch-Bane (42-58.8 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn When wielded/worn: Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
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: 180% 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 (+12 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." |
Staff of Destruction (20-24 power, 4 apr, physical element) Staff of Destruction (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 200% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Lightning Catcher Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
balancing drakeskin leather belt of burglary balancing drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +9 Dex / +9 Cun / +9 Lck Trap disarming bonus: +18 Stealth bonus: +5 Mental crit. chance: +10% Infravision radius: +4 A belt that goes around your waist. |
skylord's drakeskin leather belt of dampening skylord's drakeskin leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Str / +4 Dex / +7 Wil / +6 Cun Changes resistances: +6% acid / +7% fire / +7% lightning / +10% cold Physical save: +14 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +15 (+8 eff.) A belt that goes around your waist. |
Bethiriassra the Glintwasp (12 def, 0 armour) Bethiriassra the Glintwasp (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +2 Wil Changes damage: +6% light Physical save: +5 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
cashmere cloak 'Glarequeen' (2 def, 9 armour) cashmere cloak 'Glarequeen' (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Changes stats: +5 Str Changes resistances: +6% light / +21% cold Reduces incoming crit damage: 5.00% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arcward (5 def, 0 armour) Arcward (5 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Dex / +2 Con Changes resistances: +6% cold / +20% mind / +6% light Changes damage: +20% mind / +6% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Oludunarab the Ebonyrune (0 def, 10 armour) Oludunarab the Ebonyrune (0 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Damage when hit (Melee): 12 darkness Changes stats: +1 Mag Changes damage: +9% darkness Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's voratun gauntlets of sorrow (0 def, 3 armour) brawler's voratun gauntlets of sorrow (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 30 mind / 29 darkness Changes stats: +4 Str / +4 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) Mental save: -12 (-6 eff.) Mindpower: +6 (+3 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
sand hardened leather gloves of the nighthunter (0 def, 9 armour) sand hardened leather gloves of the nighthunter (0 def, 9 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +9 Damage (Melee): 7 physical Changes stats: +3 Cun Changes resistances: +7% darkness Changes damage: +5% physical Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eloldathra (0 def, 6 armour) Eloldathra (0 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +1% Damage when hit (Melee): 4 physical Changes stats: +5 Str / +4 Wil / +4 Cun / +3 Con Critical mult.: +10.00% Mindpower: +4 (+2 eff.) Infravision radius: +3 A cap made of leather. |
mindcaging voratun helm of precognition (8 def, 5 armour) mindcaging voratun helm of precognition (8 def, 5 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +5 Defense: +8 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 11% chance to gain 10% of a turn Changes stats: +6 Cun Changes resistances: +12% mind Mental save: +23 (+12 eff.) Confusion immunity: +37% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's voratun helm of the bounder (0 def, 5 armour) werebeast's voratun helm of the bounder (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +11 Str / +10 Dex / +5 Cun / +3 Con Changes resistances: -24% light Life regen: +6.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unrikor (5 def, 8 armour) Unrikor (5 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +29% fire / +3% mind / +9% temporal Changes resistances penetration: +20% mind / +10% temporal A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+4 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within 5 spaces, causing them to bleed for 120 physical damage over 4 turns. For each creature drained (up to 10), the armor's stats increase, but decrease back to normal over 10 turns, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only the plate remained, dying to finally taste fresh blood again. |
Zirastir the Gloomthorn (5 def, 24 armour) Zirastir the Gloomthorn (5 def, 24 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +24 Defense: +5 (+2 eff.) Fatigue: +18% Changes stats: +3 Wil Changes resistances: +6% acid / +10% physical / +29% fire / +8% lightning / +7% cold Changes resistances penetration: +5% darkness Physical save: +9 (+2 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 A suit of armour made of metal plates. |
crackling voratun shield of crushing (12 def, 3 armour, 73.5-88.2 power, 201.5 block) crackling voratun shield of crushing (12 def, 3 armour, 73.5-88.2 power, 201.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.5 - 88.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +202 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +15 lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 12% chance to daze Changes stats: +1 Dex Changes resistances: +13% lightning Talent granted: +5 Block Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Gloomworm (23/56, 44-61.6 power, 14 apr) Gloomworm (23/56, 44-61.6 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 44.0 - 61.6 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 56 On weapon hit: * 40% chance to gain 10% of a turn * 20% chance to inflict damage reduction * Random elemental explosion * 20% chance to torment the target Damage (Ranged): +8 temporal / +25 darkness / +4 physical / +13 mind When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
401 alchemist agate 401 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 sapphire 10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bilewilder (dig speed 23 turns) Bilewilder (dig speed 23 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str Changes resistances: +8% darkness / +3% nature Changes resistances penetration: +10% arcane Changes damage: +9% arcane Damage affinity(heal): +15% darkness Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
49 alchemist bloodstone 49 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
6 bloodstone 6 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. |
5 fire opal 5 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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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 612.04 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. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
pouch of stralite shots 'Blazeclash' (20/20, 41-49.2 power, 5 apr) pouch of stralite shots 'Blazeclash' (20/20, 41-49.2 power, 5 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.0 - 49.2 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 20 On weapon hit: * 40% chance to daze * Slows global speed by 20% * 10% chance to knock the target back Damage (Ranged): +12 nature / +43 physical Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +4 nature Shots are used with slings to pummel your foes to death. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 79 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Turelar the Rothacker [power 353] (6 cooldown) Turelar the Rothacker [power 353] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +10% nature Changes damage: +15% nature Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast Light radius: +3 It can be used to fire a blast of psionic energies in a range 7 beam (dam 176-353), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psychoportation 'Choblek' [power 53] (30 cooldown) stralite torque of psychoportation 'Choblek' [power 53] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour penetration: +2 Fatigue: -14% Only die when reaching: -80.00 life Maximum life: +20.00 It can be used to teleport randomly (rad 53), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
Dimveil the elven-wood totem of healing [power 210] (20 cooldown) Dimveil the elven-wood totem of healing [power 210] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +6% darkness / +3% acid Maximum wards: +4 acid / +4 nature / +4 light Changes resistances penetration: +15% darkness Changes damage: +12% darkness Talent cooldown: Invoke Tentacle (+10 turn) Talents granted: +2 Invoke Tentacle +1 Ward Light radius: +2 It can be used to heal a target within range 7 (Willpower) for 210, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
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. |
14 diamond 14 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 amber 17 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Ray the Skeleton Sun Paladin level 28
41st Pyre 123rd year of Ascendancy at 20:41 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ray the Skeleton Sun Paladin level 40
7th Pyre 124th year of Ascendancy at 20:58 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Ray the Skeleton Sun Paladin level 28
39th Pyre 123rd year of Ascendancy at 20:39 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Ray the Skeleton Sun Paladin level 23
37th Regrowth 123rd year of Ascendancy at 03:02 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Ray the Skeleton Sun Paladin level 34
45th Haze 123rd year of Ascendancy at 17:34 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Ray the Skeleton Sun Paladin level 41
17th Pyre 124th year of Ascendancy at 15:58 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Ray the Skeleton Sun Paladin level 44
56th Pyre 124th year of Ascendancy at 04:15 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Ray the Skeleton Sun Paladin level 33
42nd Haze 123rd year of Ascendancy at 22:54 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Ray the Skeleton Sun Paladin level 19
63rd Haze 122nd year of Ascendancy at 18:16 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Ray the Skeleton Sun Paladin level 45
10th Flare 124th year of Ascendancy at 23:26 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Ray the Skeleton Sun Paladin level 36
1st Wintertide 124th year of Ascendancy at 00:08 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Ray the Skeleton Sun Paladin level 16
49th Dusk 122nd year of Ascendancy at 10:32 see stats
Demonic Invasion (Roguelike)
Stopped a demonic invasion by closing their portal.By Ray the Skeleton Sun Paladin level 47
49th Dusk 124th year of Ascendancy at 15:12 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By Ray the Skeleton Sun Paladin level 35
55th Haze 123rd year of Ascendancy at 03:01 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Ray the Skeleton Sun Paladin level 32
33rd Haze 123rd year of Ascendancy at 12:27 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Ray the Skeleton Sun Paladin level 17
35th Haze 122nd year of Ascendancy at 06:01 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Ray the Skeleton Sun Paladin level 38
5th Regrowth 124th year of Ascendancy at 16:34 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Ray the Skeleton Sun Paladin level 50
69th Dusk 124th year of Ascendancy at 20:48 see stats
Explorer (Roguelike)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Ray the Skeleton Sun Paladin level 36
3rd Allure 124th year of Ascendancy at 06:29 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Ray the Skeleton Sun Paladin level 13
23rd Dusk 122nd year of Ascendancy at 17:46 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ray the Skeleton Sun Paladin level 18
40th Haze 122nd year of Ascendancy at 16:43 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Ray the Skeleton Sun Paladin level 38
25th Regrowth 124th year of Ascendancy at 01:36 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Ray the Skeleton Sun Paladin level 48
60th Dusk 124th year of Ascendancy at 11:49 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Ray the Skeleton Sun Paladin level 35
54th Haze 123rd year of Ascendancy at 19:06 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ray the Skeleton Sun Paladin level 16
34th Dusk 122nd year of Ascendancy at 18:03 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Ray the Skeleton Sun Paladin level 43
17th Pyre 124th year of Ascendancy at 19:16 see stats
Level 10 (Roguelike)
Got a character to level 10.By Ray the Skeleton Sun Paladin level 10
8th Flare 122nd year of Ascendancy at 03:18 see stats
Level 20 (Roguelike)
Got a character to level 20.By Ray the Skeleton Sun Paladin level 20
64th Haze 122nd year of Ascendancy at 02:20 see stats
Level 30 (Roguelike)
Got a character to level 30.By Ray the Skeleton Sun Paladin level 30
60th Pyre 123rd year of Ascendancy at 12:00 see stats
Level 40 (Roguelike)
Got a character to level 40.By Ray the Skeleton Sun Paladin level 40
31st Regrowth 124th year of Ascendancy at 00:19 see stats
Level 50 (Roguelike)
Got a character to level 50.By Ray the Skeleton Sun Paladin level 50
69th Dusk 124th year of Ascendancy at 06:03 see stats
Oozemancer (Roguelike)
Destroyed the corrupted oozemancer.By Ray the Skeleton Sun Paladin level 30
73rd Pyre 123rd year of Ascendancy at 08:15 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Ray the Skeleton Sun Paladin level 40
7th Pyre 124th year of Ascendancy at 12:18 see stats
Pest Control (Roguelike)
Killed 1000 reproducing vermin.By Ray the Skeleton Sun Paladin level 30
73rd Pyre 123rd year of Ascendancy at 04:49 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Ray the Skeleton Sun Paladin level 47
50th Dusk 124th year of Ascendancy at 16:35 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Ray the Skeleton Sun Paladin level 17
33rd Haze 122nd year of Ascendancy at 22:44 see stats
Sheer Badassery! (Roguelike)
Demonstrate your epic badassness to at least 100 foes!By Ray the Skeleton Sun Paladin level 7
7th Mirth 122nd year of Ascendancy at 02:03 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Ray the Skeleton Sun Paladin level 35
55th Haze 123rd year of Ascendancy at 03:01 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Ray the Skeleton Sun Paladin level 26
38th Pyre 123rd year of Ascendancy at 12:21 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Ray the Skeleton Sun Paladin level 33
33rd Haze 123rd year of Ascendancy at 13:44 see stats
Slimefest (Roguelike)
Have 100 walls on the sludgenest turn into hostile creatures.By Ray the Skeleton Sun Paladin level 31
74th Pyre 123rd year of Ascendancy at 10:13 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Ray the Skeleton Sun Paladin level 50
69th Dusk 124th year of Ascendancy at 20:44 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Ray the Skeleton Sun Paladin level 9
8th Mirth 122nd year of Ascendancy at 20:45 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Ray the Skeleton Sun Paladin level 38
2nd Regrowth 124th year of Ascendancy at 21:28 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ray the Skeleton Sun Paladin level 22
20th Regrowth 123rd year of Ascendancy at 13:16 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By Ray the Skeleton Sun Paladin level 50
69th Dusk 124th year of Ascendancy at 20:48 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Ray the Skeleton Sun Paladin level 10
12nd Dusk 122nd year of Ascendancy at 12:59 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Ray the Skeleton Sun Paladin level 47
48th Dusk 124th year of Ascendancy at 02:31 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Ray the Skeleton Sun Paladin level 43
41st Pyre 124th year of Ascendancy at 12:17 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Ray the Skeleton Sun Paladin level 22
20th Regrowth 123rd year of Ascendancy at 04:28 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Ray the Skeleton Sun Paladin level 23
27th Pyre 123rd year of Ascendancy at 00:21 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Ray the Skeleton Sun Paladin level 16
34th Dusk 122nd year of Ascendancy at 18:16 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Ray the Skeleton Sun Paladin level 27
39th Pyre 123rd year of Ascendancy at 15:17 see stats
Well trained (Roguelike)
Deal one million damage to training dummies in a single training session.By Ray the Skeleton Sun Paladin level 21
69th Haze 122nd year of Ascendancy at 06:02 see stats
Log
Ray deactivates Second Life.
Ray deactivates Elemental Discord.
Ray deactivates Weapon of Wrath.
Ray deactivates Daunting Presence.
Ray deactivates Shield of Light.
The shield around Ray crumbles.
Ray deactivates Chant of Light.
Ray deactivates Searing Sight.
Ray is no longer surging arcane power.
Ray deactivates Weapon of Light.
Ray deactivates Retribution.
