Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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:
Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Superhuman |
| Class | Elementist |
| Level / Exp | 200 / 4708% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 254 (base 100) |
| Dexterity | 288 (base 100) |
| Constitution | 269 (base 100) |
| Magic | 301 (base 100) |
| Willpower | 267 (base 100) |
| Cunning | 365 (base 100) |
Resources
| Mana | 5251/5580 |
| Psi_feedback | 2418/2985 |
| Life | 324355/324607 |
| Stamina | 4318/4402 |
| Equilibrium | 20 |
| Healing Factor | 2.5 |
| Regeneration | 1103.5 |
Speed
| Mental | +210% |
| Attack | +200% |
| Movement | +3719.4720345289% |
| Spell | +200% |
| Global | +1215% |
Vision
| Sight | 10 |
| Lite | 53 |
| Infravision | 28 |
| See Stealth | 726.18714742105 |
| See Invisible | 1740.393973288 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 2483 |
| Accuracy | 853 |
| Crit Chance | 388% |
| APR | 608 |
| Speed | 0.32 |
Offense: Spell
| Spellpower | 216 |
| Crit Chance | 100% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 388.05 |
Offense: Mind
| Mindpower | 207 |
| Crit Chance | 100% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | +9% |
Defense: Base
| Armour (hardiness) | 1665.9787679678 (100%) |
| Defense | 210 |
| Ranged Defense | 322 |
| Fatigue | 0 |
| Physical Save | 368 |
| Spell Save | 355 |
| Mental Save | 370 |
Defense: Resistances
| All | +448%(102%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 47% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 80% |
| Teleport Resistance | 15% |
| Pinning Resistance | 58% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 91% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 630 and cleanse 1 wound and poison effect. Its effects scale with your Strength 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 1301 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -51 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 1300 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Spell / Elemental fusion | 205.70 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Spell / Air | 106.10 |
| 20/5 |
| 19/5 |
| 20/5 |
| 20/5 |
| Spell / Earth | 50.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Spell / Elementalism | 14.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Spell / Fire | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Spell / Wildfire | 36.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Spell / Water | 1.70 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Spell / Force | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Spell / Staff combat | 11.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Technique / Combat training | 88.26 |
| 20/5 |
| 15/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Wild-gift / Harmony | 1.80 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Spell / Divination | 51.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Technique / Conditioning | 76.40 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Spell / Conveyance | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Spell / Stone alchemy | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Range Amplification Device |
| talent | Keen Senses |
| talent | Shielding |
| talent | Thunderstorm |
| talent | Burning Wake |
| talent | Daunting Presence |
| talent | Feather Wind |
| talent | Defensive Posture |
| talent | Premonition |
| talent | Wildfire |
| talent | Elemental Harmony |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is so fast it may blink throught obstacles if moving in the same direction for over two turns. Fast As Lightning |
| beneficial effect | The mana surge engulfs the target, regenerating 1238.08 mana per turn. Surging mana |
| beneficial effect | Countering melee attacks: Has a 94% chance to get an automatic counter attack when avoiding a melee attack. (4.0 counters remaining) Counter Attacking |
| beneficial effect | When hit you turn into pure lightning and reappear near where you where, ignoring the blow. Elemental Surge: Lightning |
| beneficial effect | The target's spellpower has been increased by 15. Spellsurge |
| beneficial effect | You swaped an item without taking time this turn. Swift Hands |
| beneficial effect | Reduces physical damage received by 22% and provides a 11% chance to ignore critical hits. Juggernaut |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +1. | done |
You failed to protect the lost anorithil from death by Moranone. Escort: lost anorithil (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +1. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +2. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 1282. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Splendourschism (80 def, 23 armour) Splendourschism (80 def, 23 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +35 Physical crit. chance: +23.0% Physical power: +22 (+1 eff.) Armour: +23 Defense: +80 (+7 eff.) Ranged Defense: +29 (+2 eff.) Fatigue: +5% Changes stats: +4 Str / +4 Dex / +14 Mag / +8 Wil / +15 Cun / +15 Con Changes resistances: +15% acid / +29% temporal / +30% darkness / +6% light / +15% fire / +15% cold / +12% mind / +15% lightning Changes resistances penetration: +20% darkness / +23% physical / +5% light / +13% temporal Changes damage: +10% acid / +3% mind / +10% blight Critical mult.: +25.00% Physical save: +54 (+3 eff.) Spell save: +30 (+2 eff.) Mental save: +54 (+3 eff.) Disease immunity: +49% Hate when firing a critical mind attack: +5.00 Maximum psi: +20.00 Spellpower: +22 (+2 eff.) Mindpower: +9 (+1 eff.) Mental crit. chance: +3% Infravision radius: +3 Defense after a teleport: +30 Resist all after a teleport: +18% New effects duration reduction after a teleport: +29% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 6 turns. A pair of boots made of leather. |
| Light source | Poluma PolumaPowered by arcane forces Crafted by a master -2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 29 fire Changes stats: +23 Mag Changes resistances: +9% temporal / +12% darkness / +9% light / +19% cold / +3% nature / +19% fire Changes resistances penetration: +10% blight / +9% all Changes damage: +15% light Damage affinity(heal): +5% light Reduces incoming crit damage: 5.00% Spell save: +3 (+0 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +97% Poison immunity: +15% Confusion immunity: +58% Knockback immunity: +20% Teleport immunity: +5% Spellpower: +49 (+4 eff.) Light radius: +41 See stealth: +41 See invisible: +46 Defense after a teleport: +19 Resist all after a teleport: +20% New effects duration reduction after a teleport: +27% It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 90 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Blindgrit (21 def, 19 armour) Blindgrit (21 def, 19 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +12 (+0 eff.) Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +19 Defense: +21 (+2 eff.) Fatigue: +5% Effects on melee hit: * 45% chance to daze * 10% chance to gain 10% of a turn * 30% chance to blind Effects when hit in melee: * 24% chance to gain 10% of a turn Damage when hit (Melee): 12 physical Changes stats: +15 Str / +9 Dex / +14 Wil / +14 Cun / +9 Con / +8 Lck Changes resistances: +7% acid / +9% temporal / +13% darkness / +16% lightning / +14% blight / +7% fire / +7% cold / +6% all Changes resistances penetration: +10% light Changes damage: +9% light / +30% temporal Physical save: +21 (+1 eff.) Mental save: +21 (+2 eff.) Spell crit. chance: +4% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Light radius: +5 Infravision radius: +10 It can be used to activate talent Skullcracker, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 22220.1 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Morbusstar (dig speed 1 turns) Morbusstar (dig speed 1 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +13 Physical power: +10 (+0 eff.) Armour: +5 Defense: +8 (+0 eff.) Damage when hit (Melee): 16 nature Changes stats: +12 Str / +6 Dex / +2 Con Changes resistances: +18% nature / +10% physical Changes resistances penetration: +25% physical Changes damage: +28% fire / +8% nature / +27% mind Reduces incoming crit damage: 15.00% Mental save: +25 (+2 eff.) Light radius: +3 Infravision radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Swampblur' gold ring 'Swampblur'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +46 (+1 eff.) Armour penetration: +12 Physical power: +44 (+2 eff.) Armour: +8 Defense: +25 (+2 eff.) Damage when hit (Melee): 8 nature Changes stats: +7 Str / +24 Dex / +10 Mag / +20 Wil / +53 Cun / +7 Con Changes resistances: +66% acid / +66% fire / +10% blight / +65% cold / +11% nature / +74% lightning Changes damage: +7% all Mental save: +20 (+2 eff.) Poison immunity: +32% Disease immunity: +21% Disarm immunity: +38% Confusion immunity: +10% Pinning immunity: +48% Stun/Freeze immunity: +48% Knockback immunity: +56% Life regen: +3.20 Only die when reaching: -80.00 life Maximum life: +33.00 Spellpower: +57 (+5 eff.) Mindpower: +57 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Arthirek the voratun ring Arthirek the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +50 (+1 eff.) Physical power: +26 (+1 eff.) Defense: +8 (+0 eff.) Ranged Defense: +8 (+1 eff.) Effects on melee hit: * 34% chance to blind * 20% chance to gain 10% of a turn Effects on ranged hit: * 35% chance to blind Damage when hit (Melee): 12 acid Changes stats: +20 Str / +30 Dex / +40 Mag / +15 Wil / +43 Cun / +30 Con Changes resistances: +5% arcane / +3% acid Reduces incoming crit damage: 15.00% Spell save: +38 (+2 eff.) Blindness immunity: +50% Disease immunity: +20% Confusion immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +110% Knockback immunity: +15% Teleport immunity: +10% Life regen: +9.50 Maximum stamina: +68.00 Spellpower: +70 (+6 eff.) Infravision radius: +5 See stealth: +25 See invisible: +25 Rings can have magical properties. |
| Around waist | hardened leather belt 'Blazeslicer' hardened leather belt 'Blazeslicer'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +21.0% Physical power: +18 (+0 eff.) Armour: +20 Defense: +37 (+3 eff.) Fatigue: -7% Effects on melee hit: * 10% chance to disease Changes stats: +10 Dex / +26 Mag / +23 Wil / +10 Cun / +8 Lck Changes resistances: +11% darkness / +33% fire / +12% blight / +33% cold / +9% arcane / +11% light Changes resistances penetration: +11% physical / +5% light / +15% blight / +25% fire / +10% arcane Changes damage: +3% blight / +17% physical / +15% arcane Critical mult.: +21.00% Trap disarming bonus: +17 Stealth bonus: +22 Maximum encumbrance: +44 Physical save: +38 (+2 eff.) Spell save: +11 (+1 eff.) Mental save: +21 (+2 eff.) Mana each turn: +1.16 Maximum life: +164.00 Maximum mana: +129.00 Spell crit. chance: +15% Mental crit. chance: +11% Light radius: +2 Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
| In main hand | Turagovor the Blazemaim (50-60 power, 6 apr, blight element) Turagovor the Blazemaim (50-60 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 50.0 - 60.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 72% chance to daze Damage (Melee): +4 lightning / +12 arcane Burst (radius 1) on hit: +8 lightning / +12 blight When wielded/worn: Accuracy: +15 (+0 eff.) Physical crit. chance: +24.0% Physical power: +15 (+0 eff.) Armour: +12 Armour Hardiness: +12% Defense: +23 (+2 eff.) Effects on melee hit: * 30% chance to daze Damage (Melee): 237 fire / 12 % chance of confusion Damage when hit (Melee): 16 lightning Changes stats: +18 Mag / +18 Cun / +20 Con Changes resistances: +25% blight Changes resistances penetration: +25% lightning / +10% blight Changes damage: +50% blight Talent granted: +1 Command Staff Critical mult.: +365.00% Physical save: +24 (+1 eff.) Spell save: +14 (+1 eff.) Mental save: +15 (+1 eff.) Mana each turn: +1.16 Vim when firing critical spell: +14.00 Maximum mana: +94.00 Maximum vim: +89.00 Maximum neg.energy: +100.00 Spellpower: +166 (+14 eff.) Spell crit. chance: +37% See invisible: +135 Damage Shield penetration: +49% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sunsaw the drakeskin leather gloves (0 def, 35 armour) Sunsaw the drakeskin leather gloves (0 def, 35 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+0 eff.) Armour penetration: +15 Physical crit. chance: +33.0% Armour: +35 Armour Hardiness: +12% Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 10 lightning / 39 light / 10 fire / 8 acid / 53 mind / 15 blight / 10 cold / 19 arcane / 59 darkness Damage when hit (Melee): 16 light / 4 nature Changes stats: +4 Str / +9 Dex / +39 Mag / +20 Wil / +20 Cun / +32 Con Changes resistances: +9% acid / +12% physical / +61% light / +10% blight / +10% mind / +9% arcane / +34% darkness Changes resistances penetration: +10% mind / +5% light Changes damage: +11% darkness / +8% blight / +20% arcane / +7% mind / +20% light Grants telepathy: Humanoid/Orc Talent mastery: +0.20 Technique / Grappling Critical mult.: +30.00% Physical save: +64 (+3 eff.) Spell save: +19 (+1 eff.) Mental save: +54 (+3 eff.) Disarm immunity: +187% Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Maximum life: +147.00 Maximum hate: +2.00 Spell crit. chance: +38% Mindpower: +9 (+1 eff.) Mental crit. chance: +40% Infravision radius: +4 When used to modify unarmed attacks: Base power: 66.0 - 72.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +41 Armour Penetration: +15 Physical crit. chance: +33.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon crits: Cripple (40% chance level 5). On weapon hit: * 15% chance to inflict damage reduction * 26% chance to blind Damage (Melee): +19 ice / +58 physical / +24 lightning / +22 acid / +22 fire / +52 arcane Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +12 acid / +86 darkness / +13 blight / +12 mind / +30 arcane / +100 light Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Layewen (78 def, 48 armour) Layewen (78 def, 48 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +16 Armour: +48 Defense: +78 (+7 eff.) Ranged Defense: +71 (+5 eff.) Fatigue: +8% Damage (Melee): 30 lightning / 43 fire / 31 acid Damage (Ranged): 30 lightning / 20 fire / 10 acid Damage when hit (Melee): 16 acid / 40 physical / 15 fire Changes stats: +10 Str / +12 Dex / +3 Mag / +9 Wil / +8 Cun Changes resistances: +120% lightning / +69% physical / +56% acid / +127% cold / +127% fire / +28% nature / +12% temporal Allows you to breathe in: water Physical save: +64 (+3 eff.) Mental save: +25 (+2 eff.) Life regen: +8.00 Mana when firing critical spell: +3.00 Maximum life: +196.00 Spell crit. chance: +2% Mental crit. chance: +7% Movement speed: +20% Healing mod.: +60% A suit of armour made of leather. |
| Cloak | Skysweeper (46 def, 23 armour) Skysweeper (46 def, 23 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +71 (+1 eff.) Armour penetration: +32 Physical crit. chance: +3.0% Armour: +23 Defense: +46 (+4 eff.) Fatigue: -10% Effects on melee hit: * 45% chance to daze Changes stats: +10 Str / +36 Dex / +16 Wil / +41 Cun / +16 Con Changes resistances: +8% acid / +2% physical / +10% lightning / +37% blight / +40% cold / +39% nature / +10% fire Changes damage: +9% physical Talent mastery: +0.40 Technique / Combat training Critical mult.: +9.00% Physical save: +83 (+4 eff.) Spell save: -5 (+0 eff.) Mental save: +51 (+3 eff.) Life regen: +6.00 Stamina each turn: +2.30 Mana each turn: -0.60 Only die when reaching: -130.00 life Maximum life: +207.00 Maximum stamina: +29.00 Mental crit. chance: +15% Healing mod.: +69% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Eiliniranor the Lustremalice Eiliniranor the LustremalicePowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+0 eff.) Armour penetration: +16 Physical crit. chance: +11.0% Physical power: +10 (+0 eff.) Armour: +8 Defense: +10 (+1 eff.) Fatigue: -49% Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 11% chance to blind * 15% chance to inflict damage reduction Damage when hit (Melee): 4 lightning Changes stats: +20 Str / +38 Dex / +16 Mag / +31 Wil / +32 Cun / +27 Con Changes resistances: +30% mind / +3% fire Changes resistances cap: +7% all Changes resistances penetration: +25% mind Changes damage: +9% physical / +14% light / +12% darkness Talent masteries: +0.36 Spell / Blight +0.36 Technique / Combat training Critical mult.: +57.00% Physical save: +49 (+3 eff.) Spell save: +25 (+1 eff.) Mental save: +112 (+6 eff.) Cut immunity: +80% Confusion immunity: +118% Life regen: +11.70 Stamina each turn: +3.90 Mana each turn: +0.39 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +44.00 Mindpower: +41 (+4 eff.) Mental crit. chance: +2% Light radius: +2 Movement speed: +30% Combat speed: +10% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Heal, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 1109 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
492 alchemist agate 492 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. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 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 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: Additional 40 fire damage 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% When used as an alchemist bomb: Life regen 5% of max life 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (8/8) Rod of Recall (8/8)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 47 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Exploration mode) (Uniques)
Found the mysterious staff and told Last Hope about it.By Moranone the Superhuman Elementist level 157
16th Dusk 122nd year of Ascendancy at 14:45 see stats
A different point of view (Exploration mode) (Uniques)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Moranone the Superhuman Elementist level 106
2nd Flare 122nd year of Ascendancy at 02:53 see stats
Against all odds (Exploration mode) (Uniques)
Killed Ukruk in the ambush.By Moranone the Superhuman Elementist level 153
9th Dusk 122nd year of Ascendancy at 15:27 see stats
Curse Lifter (Exploration mode) (Uniques)
Killed Ben Cruthdar the Cursed.By Moranone the Superhuman Elementist level 157
14th Dusk 122nd year of Ascendancy at 14:55 see stats
Dragon's Greed (Exploration mode) (Uniques)
Amassed 8000 gold pieces.By Moranone the Superhuman Elementist level 9
78th Pyre 122nd year of Ascendancy at 18:44 see stats
Exterminator (Exploration mode) (Uniques)
Killed 1000 creatures.By Moranone the Superhuman Elementist level 130
9th Dusk 122nd year of Ascendancy at 11:24 see stats
Fear me not! (Exploration mode) (Uniques)
Survived the Fearscape!By Moranone the Superhuman Elementist level 45
5th Mirth 122nd year of Ascendancy at 04:32 see stats
Home sweet home (Exploration mode) (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Moranone the Superhuman Elementist level 106
2nd Flare 122nd year of Ascendancy at 02:51 see stats
Level 10 (Exploration mode) (Uniques)
Got a character to level 10.By Moranone the Superhuman Elementist level 10
79th Pyre 122nd year of Ascendancy at 09:06 see stats
Level 20 (Exploration mode) (Uniques)
Got a character to level 20.By Moranone the Superhuman Elementist level 20
4th Mirth 122nd year of Ascendancy at 13:18 see stats
Level 30 (Exploration mode) (Uniques)
Got a character to level 30.By Moranone the Superhuman Elementist level 30
4th Mirth 122nd year of Ascendancy at 18:06 see stats
Level 40 (Exploration mode) (Uniques)
Got a character to level 40.By Moranone the Superhuman Elementist level 40
5th Mirth 122nd year of Ascendancy at 03:44 see stats
Level 50 (Exploration mode) (Uniques)
Got a character to level 50.By Moranone the Superhuman Elementist level 50
5th Mirth 122nd year of Ascendancy at 05:17 see stats
Oozemancer (Exploration mode) (Uniques)
Destroyed the corrupted oozemancer.By Moranone the Superhuman Elementist level 197
61st Dusk 122nd year of Ascendancy at 09:54 see stats
Overpowered! (Exploration mode) (Uniques)
Did over 6000 damage in one attack.By Moranone the Superhuman Elementist level 41
5th Mirth 122nd year of Ascendancy at 03:45 see stats
Rescuer of the lost (Exploration mode) (Uniques)
Rescued the merchant from the assassin lord.By Moranone the Superhuman Elementist level 109
3rd Flare 122nd year of Ascendancy at 06:48 see stats
Savior of the damsels in distress (Exploration mode) (Uniques)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Moranone the Superhuman Elementist level 54
5th Mirth 122nd year of Ascendancy at 08:04 see stats
Size is everything (Exploration mode) (Uniques)
Did over 1500 damage in one attack.By Moranone the Superhuman Elementist level 16
4th Mirth 122nd year of Ascendancy at 12:26 see stats
Size matters (Exploration mode) (Uniques)
Did over 600 damage in one attack.By Moranone the Superhuman Elementist level 10
79th Pyre 122nd year of Ascendancy at 09:08 see stats
Tales of the Spellblaze (Exploration mode) (Uniques)
Learned the eight chapters of the Spellblaze Chronicles.By Moranone the Superhuman Elementist level 106
2nd Flare 122nd year of Ascendancy at 02:53 see stats
The Arena (Exploration mode) (Uniques)
Unlocked Arena mode.By Moranone the Superhuman Elementist level 10
79th Pyre 122nd year of Ascendancy at 09:08 see stats
The Legend of Garkul (Exploration mode) (Uniques)
Learned the five chapters of the Legend of Garkul.By Moranone the Superhuman Elementist level 106
2nd Flare 122nd year of Ascendancy at 02:53 see stats
The Rat Lich (Exploration mode) (Uniques)
Killed the terrible Rat Lich.By Moranone the Superhuman Elementist level 89
2nd Flare 122nd year of Ascendancy at 02:15 see stats
The bigger the better! (Exploration mode) (Uniques)
Did over 3000 damage in one attack.By Moranone the Superhuman Elementist level 35
5th Mirth 122nd year of Ascendancy at 03:28 see stats
Treasure Hoarder (Exploration mode) (Uniques)
Amassed 3000 gold pieces.By Moranone the Superhuman Elementist level 4
77th Pyre 122nd year of Ascendancy at 20:09 see stats
Treasure Hunter (Exploration mode) (Uniques)
Amassed 1000 gold pieces.By Moranone the Superhuman Elementist level 2
77th Pyre 122nd year of Ascendancy at 09:53 see stats
Vampire crusher (Exploration mode) (Uniques)
Destroyed the Master in its lair of the Dreadfell.By Moranone the Superhuman Elementist level 153
9th Dusk 122nd year of Ascendancy at 14:19 see stats
Well trained (Exploration mode) (Uniques)
Deal one million damage to training dummies in a single training session.By Moranone the Superhuman Elementist level 187
29th Dusk 122nd year of Ascendancy at 01:40 see stats
Log
You gain 0.21 gold from the transmogrification of acid wave rune (1097 acid damage; dur 5; apply 22).
You gain 0.10 gold from the transmogrification of wild infusion (resist 19%; cure physical).
You gain 0.91 gold from the transmogrification of heroism infusion (+7 for 13 turns, die at -610).
You gain 0.85 gold from the transmogrification of heroism infusion (+7 for 13 turns, die at -550).
You gain 0.07 gold from the transmogrification of healing infusion (heal 70).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Moranone hardens its skin.
You gain 11.79 gold from the transmogrification of drakeskin leather belt 'Morningusher'.
You gain 4.58 gold from the transmogrification of Ivobrekira the Weepmonster (0 def, 9 armour).
Saving game...
Saving done.
Moranone is no longer surging arcane power.
Moranone deactivates Wildfire.
Moranone deactivates Keen Senses.
Moranone is slowing down.
Moranone's skin returns to normal.
Moranone stops surging mana.
Moranone deactivates Range Amplification Device.
Moranone deactivates Stone Skin.
Moranone deactivates Feather Wind.
Moranone deactivates Defensive Posture.
Moranone deactivates Shielding.
Moranone deactivates Premonition.
Moranone deactivates Daunting Presence.
Moranone deactivates Burning Wake.
Moranone deactivates Elemental Harmony.
Moranone deactivates Thunderstorm.
The furious lightning storm around Moranone calms down and disappears.
