Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
| Addons | Chronometer 1.0.1 Ignore Race/Class Locks 1.0.1 Items Vault 1.0.1 Suffixed egos for inscriptions 1.0.1 Succor and easement 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 50 / 1245% |
| Size | big |
| Lifes / Deaths | Killed by Emitta the Guardian at level 27 on the 49th Haze 122nd year of Ascendancy at 23:38 0 / 8Killed by Ganor the Guardian at level 27 on the 50th Haze 122nd year of Ascendancy at 06:16 Killed by skeleton warrior at level 28 on the 60th Haze 122nd year of Ascendancy at 07:03 Killed by ghoul at level 30 on the 66th Haze 122nd year of Ascendancy at 14:03 Killed by Golbug the Destroyer at level 33 on the 4th Regrowth 123rd year of Ascendancy at 10:49 Killed by Massok the Dragonslayer at level 38 on the 8th Pyre 123rd year of Ascendancy at 10:18 Killed by skeleton master archer at level 43 on the 57th Pyre 123rd year of Ascendancy at 17:52 Killed by armoured skeleton warrior at level 43 on the 58th Pyre 123rd year of Ascendancy at 15:40 |
| Antimagic | Follower |
Primary Stats
| Strength | 121 (base 64) |
| Dexterity | 81 (base 43) |
| Constitution | 112 (base 60) |
| Magic | 25 (base 14) |
| Willpower | 92 (base 61) |
| Cunning | 62 (base 16) |
Resources
| Life | 1547/1547 |
| Hate | 31/100 |
| Equilibrium | 45 |
| Healing Factor | 0.91685903812843 |
| Regeneration | 3.804965008233 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 4 |
| See Invisible | 4 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 300 |
| Accuracy | 75 |
| Crit Chance | 48% |
| APR | 48 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22.5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71.6125 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +31% |
| Mind | +17% |
| All | +7% |
| Blight | +15% |
| Physical | +65% |
| Fire | +31% |
| Nature | +30% |
Offense: Damage Penetration
| Darkness | +17% |
| Physical | +39% |
| Fire | +20% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 48.04 (98%) |
| Defense | 49.95 |
| Ranged Defense | 49.95 |
| Fatigue | 12 |
| Physical Save | 67.85625 |
| Spell Save | 30.4125 |
| Mental Save | 60.94375 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 33%( 70%) |
| Physical | + 13%( 75%) |
| Cold | + 12%( 70%) |
| All | + 7%( 70%) |
| Mind | + 46%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 7%( 70%) |
| Darkness | + 29%( 74%) |
| Arcane | + 7%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Bleed Resistance | 20% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 75% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 19% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 766 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 626 life. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1287% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 641 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.70 |
| 0/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Antimagic Shield |
| talent | Repel |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Level 4 Curse of Madness 4Penalty: Fractured Sanity: -12% Mind Resistance, -16% Confusion Immunity Level 1: Unleashed: +12% critical damage, +16% off-hand weapon damage Level 2: -1 Luck, +7 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | Horrible visions fill your mind. Level 4, Cursed Aura Curse of Nightmares 4: 7%Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 21% when tested. Level 1: Removed from Reality: +5 Physical Resistance, +5 Maximum Physical Resistance Level 2: -1 Luck, +7 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 13 air and an additional 5 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 7% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 1 Curse of Shrouds 1Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+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 Strength by +2. | done |
You failed to protect the lost warrior from death by skeleton master archer. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Strength by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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 |
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 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: 1184. | 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. You have been shown a secret entrance to his stronghold. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. 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 has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | restorative pair of voratun boots of evasion (13 def, 5 armour) (Nightmares) restorative pair of voratun boots of evasion (13 def, 5 armour) (Nightmares)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +13 Fatigue: +4% Life regen: +0.90 Healing mod.: +21% Curse of Nightmares It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 55% chance to completely evade them for 14 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | NightLight NightLightInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +6 Con Changes resistances: +9% lightning / +6% fire Changes resistances penetration: +15% physical Mental save: +26 Cut immunity: +20% Stun/Freeze immunity: +10% Life regen: +3.00 Light radius: +6 Defense after a teleport: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Aletta's Diadem (0 def, 0 armour) (Madness) Aletta's Diadem (0 def, 0 armour) (Madness)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage when the wearer is hit: 12 mind Changes damage: +10% mind Mindpower: +12 Mental crit. chance: +5% Curse of Madness It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Inflicts 172.59 mind damage and cripples the target's higher mental functions, reducing cunning by 16 and confusing (33% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
| Tool | Searpunish of psychoportation [power 66] (30 cooldown) Searpunish of psychoportation [power 66] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Con Changes resistances penetration: +20% fire Changes damage: +15% physical / +24% fire Physical save: +12 It can be used to teleport randomly (rad 66), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Arilaith ArilaithCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +10 Changes stats: +14 Cun / +8 Wil Changes resistances penetration: +5% physical Physical save: +9 Hate when firing a critical mind attack: +2.00 Mindpower: +15 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 20%. Rings can have magical properties. |
| On fingers | Ring of Nature Resist Ring of Nature ResistInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +10 Physical power: +17 Defense: +9 Fatigue: -2% Changes stats: +10 Str / +14 Con Changes resistances: +40% nature Changes damage: +20% nature / +6% physical Spell save: +15 Hate when firing a critical mind attack: +1.00 Maximum stamina: +40.00 Healing mod.: +5% It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around waist | Belt Of Awesome (Madness) Belt Of Awesome (Madness)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +20 Physical crit. chance: +11.0% Physical power: +10 Changes stats: +8 Str / +12 Dex / +10 Cun / +6 Con Changes resistances: +2% physical Changes resistances penetration: +5% physical Maximum encumbrance: +10 Physical save: +15 Mindpower: +7 Size category: +1 Curse of Madness A belt that goes around your waist. |
| In main hand | Manadurab the voratun battleaxe (74.5-111.75 power, 4 apr) (Shrouds) Manadurab the voratun battleaxe (74.5-111.75 power, 4 apr) (Shrouds)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 74.5 - 111.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +16 mind Damage against: +5% Giant / +5% Animal When wielded/worn: Armour penetration: +15 Changes stats: +2 Dex Changes resistances penetration: +14% physical Changes damage: +17% physical Maximum encumbrance: +10 Stamina each turn: +0.40 Curse of Shrouds It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour) (Nightmares) Fists of the Desert Scorpion (8 def, 4 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent masteries: +0.20 Psionic / Grip +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 Curse of Nightmares It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Main armor | Plate of the Blackened Mind (15 def, 20 armour) (Madness) Plate of the Blackened Mind (15 def, 20 armour) (Madness)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +17% Changes stats: +6 Wil / +4 Cun / +3 Con Damage when the wearer is hit: 14 % chance to cause a gloom effect Changes resistances: +15% acid / +20% blight / +15% light / +20% darkness / +25% mind Talent mastery: +0.20 Cursed / Gloom Physical save: +15 Mental save: +25 Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 Light radius: -2 Infravision radius: +4 Curse of Madness It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.6 Power cost: 15 out of 25/25. Range: 2.50 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 15 Armour, 23 Defense and your attacks will gain 39% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | Combat: The Cloak (18 def, 0 armour) (Madness) Combat: The Cloak (18 def, 0 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 Fatigue: -7% Changes stats: +6 Str / +6 Dex / +5 Con Damage when the wearer is hit: 12 nature Changes resistances: +9% blight / +6% cold Changes resistances penetration: +17% darkness / +10% nature Changes damage: +24% darkness / +3% nature Talent mastery: +0.40 Technique / Combat training Stealth bonus: +19 Spell save: -16 Stamina each turn: +1.50 Mana each turn: -0.50 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.4 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 417.81 physical damage in a radius 7 cone in front of you. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Inventory
healing infusion (heal 320) healing infusion (heal 320)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 320 life. 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. |
movement infusion (973% speed; 6 turns) movement infusion (973% 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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 973% 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. 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. |
regeneration infusion of the titan (heal 547 over 5 turns) regeneration infusion of the titan (heal 547 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 547 life over 5 turns. Its effects scale with your Constitution 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. |
wild infusion (resist 17%; cure magical, mental) wild infusion (resist 17%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 17% for 5 turns. 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. |
Rune of the Rift (518.00 temporal damage, removed from time 4 turns) Rune of the Rift (518.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 554.26 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10.00 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of the fish copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold Allows you to breathe in: water Amulets can have magical properties. |
protective voratun amulet of healing protective voratun amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Defense: +6 Physical save: +14 Cut immunity: +50% Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 80 cooldown : Effective talent level: 3.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 426 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
shielding stralite amulet of healing shielding stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +20% light Blindness immunity: +24% Cut immunity: +60% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 80 cooldown : Effective talent level: 2.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 362 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Olyrach the voratun ring Olyrach the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Cun Damage when the wearer hits(melee): 2 mind Damage when the wearer is hit: 4 mind Changes resistances: +40% cold Changes resistances penetration: +10% temporal Changes damage: +6% mind / +20% cold / +12% temporal Stun/Freeze immunity: +50% Life regen: +3.00 Hate when firing a critical mind attack: +2.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 292% weapon damage over 7 turns, and all healing will be reduced by 30%. Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (Shrouds) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (Shrouds)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Shrouds Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
The Gaping Maw (72-108 power, 4 apr) (Misfortune) The Gaping Maw (72-108 power, 4 apr) (Misfortune)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 slime / +50 acid When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) Curse of Misfortune This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
psychic's voratun greatmaul of massacre (82.5-123.75 power, 4 apr) (Corpses) psychic's voratun greatmaul of massacre (82.5-123.75 power, 4 apr) (Corpses)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.5 - 123.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Cun / +6 Wil Mindpower: +14 Curse of Corpses Massive two-handed maul. |
psychic's voratun greatmaul of rage (67.5-101.25 power, 4 apr) (Madness) psychic's voratun greatmaul of rage (67.5-101.25 power, 4 apr) (Madness)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +12 Changes stats: +8 Str / +5 Wil / +6 Cun Changes damage: +14% physical Stamina when hit: +3.00 Mindpower: +10 Curse of Madness Massive two-handed maul. |
quick voratun greatsword of shearing (63-100.8 power, 4 apr) (Corpses) quick voratun greatsword of shearing (63-100.8 power, 4 apr) (Corpses)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 90% When wielded/worn: Accuracy: +11 Armour penetration: +16 Changes stats: +6 Dex Changes resistances penetration: +18% physical Changes damage: +15% physical Curse of Corpses Massive two-handed swords. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Whip of Urh'Rok (43-47.3 power, 0 apr) (Shrouds) Whip of Urh'Rok (43-47.3 power, 0 apr) (Shrouds)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 5 Base power: 43.0 - 47.3 Uses stat: 100% Dex Damage type: Fire knockback Armour Penetration: +0 Physical crit. chance: +9.0% When wielded/worn: Grants telepathy: Demon/Minor Demon/Major See invisible: +2 When carried: Changes damage: +8% blight Curse of Shrouds With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Mighty Girdle (Shrouds) Mighty Girdle (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +0.00 Size category: +0 Curse of Shrouds 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. |
Ureslak's Molted Scales (0 def, 0 armour) (Nightmares) Ureslak's Molted Scales (0 def, 0 armour) (Nightmares)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: -30% arcane / +20% fire / +20% cold / +20% lightning / +20% nature / +20% darkness Changes resistances cap: -30% arcane / +5% fire / +5% cold / +5% lightning / +5% nature / +5% darkness Curse of Nightmares This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
invigorating pair of drakeskin leather boots of evasion (11 def, 5 armour) (Nightmares) invigorating pair of drakeskin leather boots of evasion (11 def, 5 armour) (Nightmares)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +11 Fatigue: -2% Maximum life: +46.00 Movement speed: +10% Curse of Nightmares It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 55% chance to completely evade them for 14 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. A pair of boots made of leather. |
invigorating pair of drakeskin leather boots of evasion (10 def, 5 armour) (Shrouds) invigorating pair of drakeskin leather boots of evasion (10 def, 5 armour) (Shrouds)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 Fatigue: -1% Maximum life: +48.00 Movement speed: +10% Curse of Shrouds It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 45% chance to completely evade them for 14 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. A pair of boots made of leather. |
invigorating pair of drakeskin leather boots of strife (0 def, 5 armour) (Shrouds) invigorating pair of drakeskin leather boots of strife (0 def, 5 armour) (Shrouds)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +2 Wil Maximum life: +32.00 Mindpower: +4 Movement speed: +10% Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 6.00 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 156% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour) (Nightmares) Snow Giant Wraps (0 def, 2 armour) (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Physical power: +0 Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +0 Knockback immunity: +50% Maximum life: +60.00 Curse of Nightmares It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 133.00 and knocking it back. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
restful voratun gauntlets of strength (+4) (0 def, 3 armour) (Nightmares) restful voratun gauntlets of strength (+4) (0 def, 3 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +18 Armour: +3 Changes stats: +4 Str Life regen: +0.70 Stamina each turn: +1.20 Maximum stamina: +24.00 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Cyrumira (0 def, 5 armour) (Misfortune) Cyrumira (0 def, 5 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Dex Changes resistances: +5% arcane / +6% mind / +12% acid Grants telepathy: Dragon Stun/Freeze immunity: +25% Curse of Misfortune A cap made of leather. |
Dragonskull Helm (0 def, 2 armour) (Corpses) Dragonskull Helm (0 def, 2 armour) (Corpses)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Curse of Corpses Traces of a dragon's power still remain in this bleached and cracked skull. |
bladed hardened leather cap of trickery (0 def, 3 armour) (Nightmares) bladed hardened leather cap of trickery (0 def, 3 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +3 Cun Damage when the wearer is hit: 6 physical Curse of Nightmares It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 493.84 physical damage. If the attack hits, the target is confused 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 cap made of leather. |
defender's dwarven-steel helm of precognition (10 def, 10 armour) (Madness) defender's dwarven-steel helm of precognition (10 def, 10 armour) (Madness)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 Armour: +10 Defense: +10 Fatigue: +4% Changes stats: +4 Cun Physical save: +8 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's voratun helm of trickery (0 def, 5 armour) (Madness) dragonslayer's voratun helm of trickery (0 def, 5 armour) (Madness)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +3 Dex Changes resistances: +11% fire / +10% cold / +10% lightning / +10% acid Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
psion's elven-silk wizard hat of madness (3 def, 0 armour) (Corpses) psion's elven-silk wizard hat of madness (3 def, 0 armour) (Corpses)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +6 Wil Changes damage: +13% mind Maximum psi: +19.00 Mindpower: +5 Mental crit. chance: +3% Curse of Corpses It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 205 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
thaloren drakeskin leather cap of ire (0 def, 5 armour) (Corpses) thaloren drakeskin leather cap of ire (0 def, 5 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Str / +2 Wil Physical save: +9 Mental save: +17 Curse of Corpses It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.2 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 15 for 7 turns, making them easier to hit. The chance to hit increases with your Physical Power. A cap made of leather. |
thaloren hardened leather cap of strength (+4) (0 def, 3 armour) (Madness) thaloren hardened leather cap of strength (+4) (0 def, 3 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +2 Wil Mental save: +6 Curse of Madness A cap made of leather. |
Nature's Blessing (8 def, 6 armour) (Misfortune) Nature's Blessing (8 def, 6 armour) (Misfortune)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +4 Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Curse of Misfortune Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Daybright (9 def, 45 armour) (Nightmares) Daybright (9 def, 45 armour) (Nightmares)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +45 Defense: +9 Fatigue: +26% Changes stats: +4 Wil Damage when the wearer hits(melee): 6 light Damage when the wearer is hit: 12 light Changes resistances: +13% physical / +13% fire / +10% cold / +13% lightning / +10% acid / +30% blight / +28% darkness Changes resistances penetration: +5% blight / +15% light Changes damage: +3% blight Light radius: +3 Curse of Nightmares A suit of armour made of metal plates. |
Plate Armor of the King (15 def, 20 armour) (Corpses) Plate Armor of the King (15 def, 20 armour) (Corpses)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +26% Changes stats: +9 Wil Changes resistances: +10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness Physical save: +15 Spell save: +25 Mental save: +25 Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Curse of Corpses Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 37 turns) miner's iron pickaxe (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Infravision radius: +1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
Mayogatira MayogatiraInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +10% mind Grants telepathy: Humanoid/Orc Maximum hate: +10.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Defense: +12 Changes stats: +5 Lck / +5 Cun Changes resistances: +4% physical Changes damage: +3% physical Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
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% Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Buyakhad of psychoportation [power 60] (30 cooldown) Buyakhad of psychoportation [power 60] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +5 Str / +4 Dex Changes resistances: +6% physical / +15% fire Disarm immunity: +20% It can be used to teleport randomly (rad 60), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 143 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
overpowered stralite torque of mindblast [power 341] (11 cooldown) overpowered stralite torque of mindblast [power 341] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a beam (dam 170-341), placing all other charms into a 11 cooldown. Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of psychoportation [power 28] (24 cooldown) quick stralite torque of psychoportation [power 28] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 28), placing all other charms into a 24 cooldown. Torques are made by powerful psionics to store psionic powers. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +10 Wil Damage when the wearer is hit: 18 slime Changes resistances: +20% arcane / +20% blight Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 Mindpower: +8 It can be used to call an antimagic pillar, costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
elm totem of cure poisons [power 1] (20 cooldown) elm totem of cure poisons [power 1] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
rushing elven-wood totem of thorny skin [power 65] (20 cooldown) rushing elven-wood totem of thorny skin [power 65] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent granted: +4 Rushing Claws It can be used to hardens the skin for 6 turns increasing armour by 65 and armour hardiness by 60%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
warded yew totem of thorny skin [power 40] (20 cooldown) warded yew totem of thorny skin [power 40] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +2 nature / +3 acid / +2 light Talent granted: +1 Ward It can be used to hardens the skin for 6 turns increasing armour by 40 and armour hardiness by 50%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually lead to his doom. The book has a simple appearance: bound in leather with no markings on the cover. All of the pages are blank. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
3 diamond 3 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 Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Chronic Depression the Cornac Cursed level 31
69th Haze 122nd year of Ascendancy at 07:03 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Chronic Depression the Cornac Cursed level 38
78th Regrowth 123rd year of Ascendancy at 14:59 see stats
Against all odds
Killed Ukruk in the ambush.By Chronic Depression the Cornac Cursed level 31
67th Haze 122nd year of Ascendancy at 13:23 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Chronic Depression the Cornac Cursed level 10
8th Mirth 122nd year of Ascendancy at 06:31 see stats
Arachnophobia
Destroyed the spydric menace.By Chronic Depression the Cornac Cursed level 35
10th Regrowth 123rd year of Ascendancy at 00:52 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Chronic Depression the Cornac Cursed level 41
46th Pyre 123rd year of Ascendancy at 13:11 see stats
Brave new world
Went to the Far East and took part in the war.By Chronic Depression the Cornac Cursed level 34
7th Regrowth 123rd year of Ascendancy at 09:36 see stats
Bringer of Doom
Killed a Bringer of Doom.By Chronic Depression the Cornac Cursed level 24
54th Dusk 122nd year of Ascendancy at 09:53 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Chronic Depression the Cornac Cursed level 46
17th Dusk 123rd year of Ascendancy at 15:30 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Chronic Depression the Cornac Cursed level 44
60th Pyre 123rd year of Ascendancy at 07:43 see stats
Destroyer of the creation
Killed Slasul.By Chronic Depression the Cornac Cursed level 42
50th Pyre 123rd year of Ascendancy at 10:11 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Chronic Depression the Cornac Cursed level 33
4th Regrowth 123rd year of Ascendancy at 11:51 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Chronic Depression the Cornac Cursed level 50
60th Haze 123rd year of Ascendancy at 07:49 see stats
Exterminator
Killed 1000 creatures.By Chronic Depression the Cornac Cursed level 18
20th Dusk 122nd year of Ascendancy at 12:24 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Chronic Depression the Cornac Cursed level 23
46th Dusk 122nd year of Ascendancy at 15:38 see stats
Fear me not!
Survived the Fearscape!By Chronic Depression the Cornac Cursed level 40
46th Pyre 123rd year of Ascendancy at 09:50 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Chronic Depression the Cornac Cursed level 41
50th Pyre 123rd year of Ascendancy at 05:51 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Chronic Depression the Cornac Cursed level 26
62nd Dusk 122nd year of Ascendancy at 21:14 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Chronic Depression the Cornac Cursed level 47
71st Dusk 123rd year of Ascendancy at 15:31 see stats
Level 10
Got a character to level 10.By Chronic Depression the Cornac Cursed level 10
5th Mirth 122nd year of Ascendancy at 00:21 see stats
Level 20
Got a character to level 20.By Chronic Depression the Cornac Cursed level 20
43rd Dusk 122nd year of Ascendancy at 11:55 see stats
Level 30
Got a character to level 30.By Chronic Depression the Cornac Cursed level 30
65th Haze 122nd year of Ascendancy at 07:54 see stats
Level 40
Got a character to level 40.By Chronic Depression the Cornac Cursed level 40
37th Pyre 123rd year of Ascendancy at 01:37 see stats
Level 50
Got a character to level 50.By Chronic Depression the Cornac Cursed level 50
7th Haze 123rd year of Ascendancy at 06:01 see stats
Orcrist
Killed the leaders of the Orc Pride.By Chronic Depression the Cornac Cursed level 49
7th Haze 123rd year of Ascendancy at 06:01 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Chronic Depression the Cornac Cursed level 44
65th Pyre 123rd year of Ascendancy at 02:22 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Chronic Depression the Cornac Cursed level 26
9th Haze 122nd year of Ascendancy at 14:38 see stats
Size is everything
Did over 1500 damage in one attack.By Chronic Depression the Cornac Cursed level 50
57th Haze 123rd year of Ascendancy at 23:38 see stats
Size matters
Did over 600 damage in one attack.By Chronic Depression the Cornac Cursed level 30
66th Haze 122nd year of Ascendancy at 16:20 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Chronic Depression the Cornac Cursed level 34
4th Regrowth 123rd year of Ascendancy at 13:24 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Chronic Depression the Cornac Cursed level 50
60th Haze 123rd year of Ascendancy at 07:48 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Chronic Depression the Cornac Cursed level 38
78th Regrowth 123rd year of Ascendancy at 14:59 see stats
The Arena
Unlocked Arena mode.By Chronic Depression the Cornac Cursed level 10
2nd Summertide 122nd year of Ascendancy at 03:13 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Chronic Depression the Cornac Cursed level 38
78th Regrowth 123rd year of Ascendancy at 14:59 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Chronic Depression the Cornac Cursed level 37
44th Regrowth 123rd year of Ascendancy at 07:04 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Chronic Depression the Cornac Cursed level 26
62nd Dusk 122nd year of Ascendancy at 21:21 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Chronic Depression the Cornac Cursed level 17
16th Dusk 122nd year of Ascendancy at 20:18 see stats
Unstoppable
Returned from the dead.By Chronic Depression the Cornac Cursed level 43
58th Pyre 123rd year of Ascendancy at 15:40 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Chronic Depression the Cornac Cursed level 30
66th Haze 122nd year of Ascendancy at 17:29 see stats
