Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Steamtech UI 1.1.4 Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Items Vault 1.3.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Temporal Warden |
| Level / Exp | 42 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by orc necromancer at level 37 on the 68th Dusk 123rd year of Ascendancy at 06:47 6 / 1 |
Primary Stats
| Strength | 47 (base 34) |
| Dexterity | 67 (base 59) |
| Constitution | 39 (base 16) |
| Magic | 64 (base 61) |
| Willpower | 28 (base 15) |
| Cunning | 33 (base 25) |
Resources
| Mana | 436/436 |
| Psi | 118/118 |
| Life | 1292/1292 |
| Positive | 0/153 |
| Paradox | 300 |
| Healing Factor | 1.8 |
| Regeneration | 13.77 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +59.72902271436% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 6 |
| See Stealth | 22.449093855095 |
| See Invisible | 22.449093855095 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 60 |
| Crit Chance | 23% |
| APR | 26 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 60 |
| Crit Chance | 21% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29.9 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 33.19 (73.452380952381%) |
| Defense | 29.475 |
| Ranged Defense | 29.475 |
| Fatigue | 17 |
| Physical Save | 44.366666666667 |
| Spell Save | 33.1 |
| Mental Save | 24.675 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 420 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 400 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 569% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 3/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Weapon Folding |
| talent | Chant of Fortress |
| talent | Corruption of the Doomed |
| beneficial effect | The target is moving is 60% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Xanylrassra the crimson crystal. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 376. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed faerlhing fang. * You've found the needed vial of fire wyrm saliva. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | 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* 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 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 | Shifting Boots (7 def, 1 armour) Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+4 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 13 (based on Magic), costing 18 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
| Light source | The Siren The SirenInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Effects on melee hit: * 47% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +6 Con / +7 Wil Changes resistances: +15% blight / +5% arcane Changes damage: +6% acid / +6% arcane / +9% blight Critical mult.: +20.00% Life regen: +6.30 Light radius: +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Tarrilathagen (0 def, 4 armour) Tarrilathagen (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 12 physical Changes resistances: +7% lightning / +10% temporal / +8% nature Maximum encumbrance: +20 Physical save: +35 (+12 eff.) Spell save: +7 (+4 eff.) Only die when reaching: -20.00 life Maximum life: +75.00 Healing mod.: +29% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Duatheltorrent the hardened leather gloves (0 def, 2 armour) Duatheltorrent the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 mind / 19 darkness Changes resistances penetration: +20% acid Mental save: -9 (-4 eff.) Mindpower: +7 (+4 eff.) When used to modify unarmed attacks: Base power: 15.0 - 16.5 Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 3). Damage (Melee): +12 darkness Burst (radius 2) on crit: +4 acid It can be used to activate talent Ruined Earth, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Nimbusrupture [power 46] (16 cooldown) Nimbusrupture [power 46] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 20 lightning Changes resistances: +12% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Str / +6 Con Life regen: +1.10 Maximum life: +88.00 Healing mod.: +21% Rings can have magical properties. |
| Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Wintertide (39-54.6 power, 10 apr) Wintertide (39-54.6 power, 10 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 58.14 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% Storm Duration: 0 It can be used to precipitate ice from your winter storm to create walls (lasting 10 turns) in each space it occupies, costing 24 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
| Around waist | 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. |
| In off hand | Eraderain (29-37.7 power, 9 apr) Eraderain (29-37.7 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 20% chance to disease Damage (Melee): +14 cold / +12 mind Burst (radius 1) on hit: +8 blight When wielded/worn: Changes resistances: +6% blight Sharp, short and deadly. |
| Cloak | Voidwedge the cashmere cloak (2 def, 0 armour) Voidwedge the cashmere cloak (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +2 (+1 eff.) Changes stats: +3 Str / +1 Wil / +3 Con Changes resistances: +3% darkness Changes damage: +6% arcane Critical mult.: +24.00% Stealth bonus: +7 Physical save: +8 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +9 (+4 eff.) Maximum life: +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 40 power out of 80/80) : Effective talent level: 3.0 Power cost: 40 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 36.96 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
movement infusion of the wizard (557% speed; 6 turns) movement infusion of the wizard (557% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 557% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune (absorb 277 for 4 turns) shielding rune (absorb 277 for 4 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: 23 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 277 damage for 4 turns. 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. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 32 power out of 40/40) : Effective talent level: 2.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 190 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
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. |
Tarrimnir TarrimnirCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Changes stats: +3 Str / +2 Dex Changes resistances cap: +4% all Physical save: +14 (+5 eff.) Life regen: +0.60 Amulets can have magical properties. |
gold amulet 'Silabeth' gold amulet 'Silabeth'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +3% fire / +5% arcane / +3% cold Blindness immunity: +20% Cut immunity: +5% Infravision radius: +6 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
starlit copper amulet of constitution (+2) starlit copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% light / +11% darkness Blindness immunity: +21% Amulets can have magical properties. |
wanderer's stralite amulet of the eclipse =5 Con= wanderer's stralite amulet of the eclipse =5 Con=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Damage (Melee): 9 light / 9 darkness Effects when hit in melee: * 9% chance to inflict damage reduction * 9% chance to blind Changes stats: +7 Dex / +6 Cun / +5 Con Changes damage: +11% light / +8% darkness Life regen: +0.50 Stamina each turn: +1.00 Movement speed: +10% Amulets can have magical properties. |
warmaker's gold amulet of magic (+6) =6 Str= warmaker's gold amulet of magic (+6) =6 Str=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Dex / +7 Mag / +6 Wil 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 8 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. |
Radhikan the stralite ring =5 Con= Radhikan the stralite ring =5 Con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +5 Con Maximum encumbrance: +29 Mental crit. chance: +3% Infravision radius: +1 Rings can have magical properties. |
painweaver's stralite ring of misery painweaver's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +1 Cun Changes damage: +7% all Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +11 (+4 eff.) Mindpower: +9 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
painweaver's stralite ring of tenacity painweaver's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Changes damage: +5% all Disarm immunity: +31% Pinning immunity: +25% Knockback immunity: +29% Maximum life: +29.00 Spellpower: +5 (+2 eff.) Mindpower: +16 (+8 eff.) Rings can have magical properties. |
savage's stralite ring of life savage's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Con Spell save: +13 (+6 eff.) Life regen: +1.00 Maximum life: +62.00 Maximum stamina: +13.00 Healing mod.: +24% Rings can have magical properties. |
solipsist's gold ring of tenacity solipsist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Disarm immunity: +32% Pinning immunity: +22% Knockback immunity: +27% Maximum life: +30.00 Mindpower: +5 (+2 eff.) Rings can have magical properties. |
solipsist's stralite ring of life solipsist's stralite ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +7 Wil Life regen: +0.90 Maximum life: +67.00 Mindpower: +8 (+4 eff.) Healing mod.: +17% Rings can have magical properties. |
warrior's stralite ring of sensing warrior's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Changes stats: +4 Str Blindness immunity: +25% Infravision radius: +4 See stealth: +6 See invisible: +15 Rings can have magical properties. |
Dourdredge the stralite dagger (32-41.6 power, 9 apr) Dourdredge the stralite dagger (32-41.6 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 32.0 - 41.6 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 32% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * cripple the target Burst (radius 1) on hit: +12 fire When wielded/worn: Physical crit. chance: +8.0% Damage when hit (Melee): 12 mind Psi when hit: +0.04 Hate when firing a critical mind attack: +4.00 Mindpower: +4 (+2 eff.) Sharp, short and deadly. |
The Black Maul (70-105 power, 15 apr) The Black Maul (70-105 power, 15 apr)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 130% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +12 (+3 eff.) Changes damage: +5% all Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Malydorek the Deepsknight Malydorek the DeepsknightInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +2 Con Changes resistances: +17% lightning / +10% temporal / +7% cold / +7% fire / +7% acid Reduces incoming crit damage: 15.00% Physical save: +3 (+1 eff.) Life regen: +0.20 Maximum life: +64.00 Maximum stamina: +10.00 A belt that goes around your waist. |
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. |
monstrous hardened leather belt monstrous hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +4 Str / +4 Con Physical save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Isuriama (0 def, 3 armour) Isuriama (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +12% acid / +3% mind Changes damage: +9% mind / +6% acid Silence immunity: +34% Confusion immunity: +28% Stun/Freeze immunity: +38% A pair of boots made of leather. |
steady hardened leather gloves of dispersion (0 def, 2 armour) =dispersion= steady hardened leather gloves of dispersion (0 def, 2 armour) =dispersion=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Damage (Melee): 8 arcane Changes stats: +5 Mag / +5 Wil Changes resistances: +5% arcane Physical save: +7 (+2 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +26% When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +8 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (+3 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+5 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 20 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
Hellrend the dwarven-steel pickaxe (dig speed 22 turns) Hellrend the dwarven-steel pickaxe (dig speed 22 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Damage when hit (Melee): 12 fire Changes stats: +10 Str / +8 Wil Grants telepathy: Demon/Minor Demon/Major Mental crit. chance: +9% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (81 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
survivor's alchemist's lamp of health survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+2 eff.) Maximum life: +53.00 Light radius: +3 Healing mod.: +17% A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 24 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)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 160 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 456.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 20 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. |
overpowered elven-wood wand of clairvoyance [power 18] (8 cooldown) overpowered elven-wood wand of clairvoyance [power 18] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 18), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic elven-wood wand of clairvoyance [power 13] (5 cooldown) volcanic elven-wood wand of clairvoyance [power 13] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +2 Volcano It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 13), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 24 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By the stars were going out the Doomelf Temporal Warden level 34
42nd Dusk 123rd year of Ascendancy at 04:59 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By the stars were going out the Doomelf Temporal Warden level 39
35th Haze 123rd year of Ascendancy at 06:14 see stats
Arachnophobia
Destroyed the spydric menace.By the stars were going out the Doomelf Temporal Warden level 36
64th Dusk 123rd year of Ascendancy at 17:36 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By the stars were going out the Doomelf Temporal Warden level 41
8th Allure 124th year of Ascendancy at 19:14 see stats
Brave new world
Went to the Far East and took part in the war.By the stars were going out the Doomelf Temporal Warden level 36
61st Dusk 123rd year of Ascendancy at 21:40 see stats
Bringer of Doom
Killed a Bringer of Doom.By the stars were going out the Doomelf Temporal Warden level 16
70th Dusk 122nd year of Ascendancy at 06:49 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By the stars were going out the Doomelf Temporal Warden level 13
33rd Dusk 122nd year of Ascendancy at 12:02 see stats
Destroyer's bane
Killed Golbug the Destroyer.By the stars were going out the Doomelf Temporal Warden level 35
58th Dusk 123rd year of Ascendancy at 18:33 see stats
Exterminator
Killed 1000 creatures.By the stars were going out the Doomelf Temporal Warden level 18
5th Haze 122nd year of Ascendancy at 05:26 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By the stars were going out the Doomelf Temporal Warden level 23
1st Wintertide 123rd year of Ascendancy at 16:32 see stats
Fast Curse Dispel
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By the stars were going out the Doomelf Temporal Warden level 13
33rd Dusk 122nd year of Ascendancy at 12:02 see stats
Fear me not!
Survived the Fearscape!By the stars were going out the Doomelf Temporal Warden level 29
1st Flare 123rd year of Ascendancy at 04:31 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By the stars were going out the Doomelf Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 08:26 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By the stars were going out the Doomelf Temporal Warden level 30
25th Dusk 123rd year of Ascendancy at 09:36 see stats
Impossible Death
Got killed by your future self.By the stars were going out the Doomelf Temporal Warden level 16
70th Dusk 122nd year of Ascendancy at 12:05 see stats
Level 10
Got a character to level 10.By the stars were going out the Doomelf Temporal Warden level 10
3rd Summertide 122nd year of Ascendancy at 12:03 see stats
Level 20
Got a character to level 20.By the stars were going out the Doomelf Temporal Warden level 20
24th Haze 122nd year of Ascendancy at 21:57 see stats
Level 30
Got a character to level 30.By the stars were going out the Doomelf Temporal Warden level 30
3rd Dusk 123rd year of Ascendancy at 22:52 see stats
Level 40
Got a character to level 40.By the stars were going out the Doomelf Temporal Warden level 40
44th Haze 123rd year of Ascendancy at 18:51 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By the stars were going out the Doomelf Temporal Warden level 21
28th Haze 122nd year of Ascendancy at 00:42 see stats
Paradoxology
Both killed your future self and got killed by your future self.By the stars were going out the Doomelf Temporal Warden level 16
70th Dusk 122nd year of Ascendancy at 12:05 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By the stars were going out the Doomelf Temporal Warden level 12
8th Dusk 122nd year of Ascendancy at 07:30 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By the stars were going out the Doomelf Temporal Warden level 26
12nd Regrowth 123rd year of Ascendancy at 03:17 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By the stars were going out the Doomelf Temporal Warden level 38
34th Haze 123rd year of Ascendancy at 20:27 see stats
Size is everything
Did over 1500 damage in one attack.By the stars were going out the Doomelf Temporal Warden level 31
34th Dusk 123rd year of Ascendancy at 08:58 see stats
Size matters
Did over 600 damage in one attack.By the stars were going out the Doomelf Temporal Warden level 30
18th Dusk 123rd year of Ascendancy at 07:21 see stats
Sliders
Activated a portal using the Orb of Many Ways.By the stars were going out the Doomelf Temporal Warden level 35
58th Dusk 123rd year of Ascendancy at 22:26 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By the stars were going out the Doomelf Temporal Warden level 39
35th Haze 123rd year of Ascendancy at 06:14 see stats
The Arena
Unlocked Arena mode.By the stars were going out the Doomelf Temporal Warden level 8
2nd Mirth 122nd year of Ascendancy at 23:09 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By the stars were going out the Doomelf Temporal Warden level 39
35th Haze 123rd year of Ascendancy at 06:14 see stats
The secret city
Discovered the truth about mages.By the stars were going out the Doomelf Temporal Warden level 21
42nd Haze 122nd year of Ascendancy at 21:42 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By the stars were going out the Doomelf Temporal Warden level 38
20th Haze 123rd year of Ascendancy at 03:17 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By the stars were going out the Doomelf Temporal Warden level 25
6th Regrowth 123rd year of Ascendancy at 13:12 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By the stars were going out the Doomelf Temporal Warden level 29
3rd Dusk 123rd year of Ascendancy at 19:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By the stars were going out the Doomelf Temporal Warden level 19
6th Haze 122nd year of Ascendancy at 09:33 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By the stars were going out the Doomelf Temporal Warden level 33
39th Dusk 123rd year of Ascendancy at 01:38 see stats
Log
The stars were going out deactivates Weapon Folding.
The stars were going out deactivates Corruption of the Doomed.
The stars were going out deactivates Phase Pulse.
The stars were going out deactivates Chant of Fortress.
