











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 50 / 907% |
| Size | medium |
| Lifes / Deaths | Killed by faerlhing at level 47 on the 56th Dusk 124th year of Ascendancy at 15:49 4 / 3Killed by forge-giant at level 50 on the 64th Haze 124th year of Ascendancy at 04:45 Killed by worm that walks at level 50 on the 75th Haze 124th year of Ascendancy at 09:37 |
Primary Stats
| Strength | 77 (base 35) |
| Dexterity | 86 (base 60) |
| Constitution | 50 (base 34) |
| Magic | 47 (base 27) |
| Willpower | 30 (base 14) |
| Cunning | 80 (base 60) |
Resources
| Life | 1272/1272 |
| Mana | 284/284 |
| Stamina | 227/227 |
| Positive | 0/197 |
| Healing Factor | 1.5727272727272 |
| Regeneration | 28.504256963098 |
Speed
| Mental | +11.37478981661% |
| Attack | 0% |
| Movement | 0% |
| Spell | +11.37478981661% |
| Global | +145% |
Vision
| Sight | 10 |
| Lite | -985 |
| Infravision | 9 |
| See Stealth | 99.665034015709 |
| See Invisible | 101.66503401571 |
| Stealth | 64.773819854872 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 162 |
| Accuracy | 80 |
| Crit Chance | 44% |
| APR | 64 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 112 |
| Accuracy | 80 |
| Crit Chance | 49% |
| APR | 67 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 34% |
| Speed | 0.8978692589648 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Blight | +12% |
| Physical | +14% |
| Mind | +11% |
| All | +2% |
| Lightning | +5% |
| Arcane | +8% |
| Fire | +23% |
| Nature | +12% |
Offense: Damage Penetration
| Lightning | +25% |
| Fire | +25% |
| Cold | +30% |
| Physical | +45% |
| Mind | +25% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 70 (78.924731182796%) |
| Defense | 63 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | -1 |
| Mental Save | 39 |
Defense: Resistances
| Blight | + 25%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 40%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 6%( 70%) |
| Lightning | + 20%( 70%) |
| Physical | + 58%( 70%) |
| Mind | + 30%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 80% |
| Bleed Resistance | 15% |
| Confusion Resistance | 93% |
| Knockback Resistance | 10% |
| Stun Resistance | 70% |
| Poison Resistance | 0% |
| Blind Resistance | 90% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 676% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 570 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 581 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 335 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.40 |
| 3/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Trained Reactions |
| talent | Essence of Speed |
| talent | Shadow Combat |
| talent | Stealth |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.1 and stamina regeneration by 1.2. Soothing Darkness |
| detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
| beneficial effect | Parrying melee and ranged attacks: Has a 72% chance to deflect up to 31 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë 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 Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 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: 1368. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You 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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Dairavor the pair of voratun boots (0 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +11 Fatigue: +4% Changes resistances: +9% nature Physical save: +30 (+9 eff.) Poison immunity: +10% Disarm immunity: +30% Stun/Freeze immunity: +30% Knockback immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | sentry's quiver of dragonbone arrows of gravity (51/51, 65.5-91.7 power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 65.5 - 91.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +3.0% Capacity: 51 Turns elapse between self-loadings: 3 On weapon hit: * 10% chance to crush the target Damage (Ranged): +24 gravity Arrows are used with bows to pierce your foes to death. |
| Light source | BillInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 12 blight Changes stats: +3 Wil Changes resistances: +12% blight Changes resistances penetration: +15% all Blindness immunity: +46% Confusion immunity: +30% Vim when firing critical spell: +2.00 Maximum life: +79.00 Maximum vim: +10.00 Light radius: +17 Infravision radius: +3 See stealth: +23 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 3.3 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 6 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 | Betemina the Cloudhunger (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +16 Str / +3 Dex / +3 Wil / +3 Cun / +3 Con Changes resistances: -28% light / +13% physical Changes resistances penetration: +10% fire Changes damage: +3% lightning / +9% fire Physical save: +8 (+3 eff.) Life regen: +4.20 A cap made of leather. |
| On hands | Hand of the World-Shaper (0 def, 12 armour) =STR=Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Str, 40% Dex, 10% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 27 power out of 30/30) : Effective talent level: 4.8 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 57.02 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Tool | Aduma [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +12% mind Changes damage: +12% acid Blindness immunity: +10% Cut immunity: +15% Stun/Freeze immunity: +10% It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 35% chance to blind Damage (Melee): 30 light Effects on ranged hit: * 20% chance to blind Damage (Ranged): 43 light Changes stats: +7 Str / +4 Con Rings can have magical properties. |
| On fingers | copper ring 'Lightningstrider'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +5% arcane / +6% lightning Mental save: +6 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
| Around neck | starlit voratun amulet of soulsearing =less blindness resist=Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +18% light / +19% darkness Changes damage: +10% blight / +6% fire Critical mult.: +19.00% Blindness immunity: +34% Spellpower: +9 (+3 eff.) Amulets can have magical properties. |
| In main hand | Slapadaface (59-82.6 power, 6 apr) =STR 48=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 59.0 - 82.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +30 ice When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +15 Armour: +15 Defense: +15 (+4 eff.) Changes resistances penetration: +15% cold / +15% physical Changes damage: +6% arcane Critical mult.: +15.00% Disarm immunity: +50% Mana each turn: +0.08 Maximum mana: +40.00 Maximum vim: +10.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +2% Sharp, long, and deadly. |
| Around waist | Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 217, based on Magic) for 10 turns, costing 18 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | plaguebringer's voratun dagger of projection (38-49.4 power, 9 apr) =use maybe=Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 10% chance to disease * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +8 blight When wielded/worn: Disease immunity: +28% Sharp, short and deadly. |
| Cloak | hmmmmana (14 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +14 (+4 eff.) Damage when hit (Melee): 4 arcane Changes stats: +5 Str / +12 Dex / +4 Mag / +4 Wil / +6 Cun / +6 Con Changes resistances: +3% fire / +6% mind / +5% arcane Changes resistances penetration: +10% mind Changes damage: +9% mind / +6% fire Talent mastery: +0.40 Technique / Combat training Physical save: +15 (+5 eff.) Spell save: -27 (-27 eff.) Stamina each turn: +1.50 Mana each turn: -0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | bobbydazzler (5 def, 23 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 35% chance to daze at end of turn * 15% chance to inflict 15% damage reduction Damage (Melee): 9 fire Damage (Ranged): 10 fire Changes stats: +2 Str / +2 Dex / +1 Wil / +3 Con Changes resistances: +28% fire / +30% cold / +27% physical Changes resistances penetration: +10% lightning Grants telepathy: Humanoid/Orc Life regen: +8.60 Stamina each turn: +2.40 Maximum life: +75.00 Healing mod.: +30% A suit of armour made of leather. |
Inventory
Muvon the Radiancejam =if i get more blindneess =Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +30% mind / +9% light Changes resistances penetration: +25% mind Changes damage: +12% light Mental save: +30 (+10 eff.) Confusion immunity: +50% Hate when firing a critical mind attack: +5.00 Mental crit. chance: +8% Amulets can have magical properties. |
clarifying voratun amulet of vision =if i lose confusionresist=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +19% mind Blindness immunity: +39% Confusion immunity: +33% Infravision radius: +9 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
Orb of Many Ways =Carry=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Blood-Edge (46-64.4 power, 7 apr) =ONLY IF I GET DIASRM=Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+7 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 18 power out of 20/20) : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Thunderfall (50-70 power, 6 apr) =try=Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 54 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) =need disarm=Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Adona the voratun dagger (37-48.1 power, 9 apr) =VS HELAERS=Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing * cripple the target Damage (Melee): +14 cold When wielded/worn: Physical crit. chance: +16.0% Physical power: +8 (+2 eff.) Changes damage: +6% mind Psi when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +80.00 Sharp, short and deadly. |
Mandible of Ungolmor (40-52 power, 12 apr) =backup set maybe=Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 65% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 23 power out of 40/40) : Effective talent level: 3.0 Power cost: 23 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 19.68 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Eilinariatha the elven-silk robe (5 def, 0 armour) =if i really need resists=Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +7 Str / +3 Dex / +9 Mag / +8 Wil / +4 Con Changes resistances: +10% lightning / +20% physical / +19% temporal / +35% cold / +18% fire / +20% acid Changes damage: +20% lightning / +24% physical / +19% temporal / +31% cold / +14% fire / +20% acid Talent cooldown: Refit Golem (-5 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayarin the Scaldtyphoon (2 def, 7 armour) =BREATH=Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +8 Dex / +3 Wil Changes resistances: +8% acid / +6% cold Changes damage: +3% fire Allows you to breathe in: water See invisible: +12 A suit of armour made of leather. |
Unbreakable Greaves (8 def, 20 armour) =knockbackonly=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Issolar the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +3 Fatigue: -4% Damage (Melee): 11 acid Changes stats: +4 Str / +6 Cun / +2 Con Changes resistances: +17% acid / +10% darkness Changes damage: +24% acid Life regen: +4.70 Stamina each turn: +0.60 Psi each turn: +0.25 Infravision radius: +3 When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +22 darkness Burst (radius 2) on crit: +11 acid It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.2 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Thunderlash the hardened leather cap (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 fire Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +20% lightning Changes damage: +12% lightning / +21% fire Mindpower: +5 (+3 eff.) A cap made of leather. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+10 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+10 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
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. |
Mummified Egg-sac of Ungolë =Carry=Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Heart of Poosh =Carry=Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 89 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
dwarven-steel pickaxe 'Nadublek' (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str Changes resistances: +12% mind / +9% blight Changes resistances penetration: +15% blight / +25% mind Changes damage: +9% blight / +6% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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)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)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)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 =Carry=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest =Carry=Powered 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. |
Rod of Recall (2/2) =Carry=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 180 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Pe'ell the Cornac Shadowblade level 33
66th Dusk 123rd year of Ascendancy at 08:36 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Pe'ell the Cornac Shadowblade level 46
39th Dusk 124th year of Ascendancy at 03:04 see stats
Against all odds
Killed Ukruk in the ambush.By Pe'ell the Cornac Shadowblade level 33
51st Dusk 123rd year of Ascendancy at 06:19 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Pe'ell the Cornac Shadowblade level 28
1st Summertide 123rd year of Ascendancy at 17:55 see stats
Arachnophobia
Destroyed the spydric menace.By Pe'ell the Cornac Shadowblade level 37
24th Haze 123rd year of Ascendancy at 16:50 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Pe'ell the Cornac Shadowblade level 38
13rd Regrowth 124th year of Ascendancy at 17:51 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Pe'ell the Cornac Shadowblade level 44
26th Dusk 124th year of Ascendancy at 07:59 see stats
Brave new world
Went to the Far East and took part in the war.By Pe'ell the Cornac Shadowblade level 36
19th Haze 123rd year of Ascendancy at 15:24 see stats
Clone War
Destroyed your own Shade.By Pe'ell the Cornac Shadowblade level 37
3rd Regrowth 124th year of Ascendancy at 23:09 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Pe'ell the Cornac Shadowblade level 14
76th Dusk 122nd year of Ascendancy at 22:07 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Pe'ell the Cornac Shadowblade level 34
1st Haze 123rd year of Ascendancy at 03:26 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Pe'ell the Cornac Shadowblade level 21
67th Haze 122nd year of Ascendancy at 01:34 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Pe'ell the Cornac Shadowblade level 43
17th Dusk 124th year of Ascendancy at 07:34 see stats
Exterminator
Killed 1000 creatures.By Pe'ell the Cornac Shadowblade level 17
23rd Haze 122nd year of Ascendancy at 07:03 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Pe'ell the Cornac Shadowblade level 26
71st Pyre 123rd year of Ascendancy at 13:53 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Pe'ell the Cornac Shadowblade level 50
60th Haze 124th year of Ascendancy at 18:34 see stats
Guiding Hand
Saved all escorted adventurers.By Pe'ell the Cornac Shadowblade level 31
46th Dusk 123rd year of Ascendancy at 15:54 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Pe'ell the Cornac Shadowblade level 26
3rd Pyre 123rd year of Ascendancy at 15:14 see stats
Level 10
Got a character to level 10.By Pe'ell the Cornac Shadowblade level 10
6th Mirth 122nd year of Ascendancy at 12:17 see stats
Level 20
Got a character to level 20.By Pe'ell the Cornac Shadowblade level 20
39th Haze 122nd year of Ascendancy at 11:26 see stats
Level 30
Got a character to level 30.By Pe'ell the Cornac Shadowblade level 30
40th Dusk 123rd year of Ascendancy at 20:33 see stats
Level 40
Got a character to level 40.By Pe'ell the Cornac Shadowblade level 40
25th Pyre 124th year of Ascendancy at 06:23 see stats
Level 50
Got a character to level 50.By Pe'ell the Cornac Shadowblade level 50
78th Dusk 124th year of Ascendancy at 06:01 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Pe'ell the Cornac Shadowblade level 33
65th Dusk 123rd year of Ascendancy at 22:43 see stats
Orcrist
Killed the leaders of the Orc Pride.By Pe'ell the Cornac Shadowblade level 50
5th Haze 124th year of Ascendancy at 06:03 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Pe'ell the Cornac Shadowblade level 50
20th Haze 124th year of Ascendancy at 00:34 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Pe'ell the Cornac Shadowblade level 13
61st Dusk 122nd year of Ascendancy at 13:34 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Pe'ell the Cornac Shadowblade level 25
47th Regrowth 123rd year of Ascendancy at 01:07 see stats
Size is everything
Did over 1500 damage in one attack.By Pe'ell the Cornac Shadowblade level 43
23rd Dusk 124th year of Ascendancy at 09:00 see stats
Size matters
Did over 600 damage in one attack.By Pe'ell the Cornac Shadowblade level 30
40th Dusk 123rd year of Ascendancy at 22:31 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Pe'ell the Cornac Shadowblade level 35
1st Haze 123rd year of Ascendancy at 05:51 see stats
The Arena
Unlocked Arena mode.By Pe'ell the Cornac Shadowblade level 10
1st Summertide 122nd year of Ascendancy at 04:32 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Pe'ell the Cornac Shadowblade level 47
54th Dusk 124th year of Ascendancy at 23:03 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Pe'ell the Cornac Shadowblade level 21
75th Haze 122nd year of Ascendancy at 17:35 see stats
The bigger the better!
Did over 3000 damage in one attack.By Pe'ell the Cornac Shadowblade level 50
4th Haze 124th year of Ascendancy at 01:19 see stats
The secret city
Discovered the truth about mages.By Pe'ell the Cornac Shadowblade level 13
15th Dusk 122nd year of Ascendancy at 06:41 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Pe'ell the Cornac Shadowblade level 20
40th Haze 122nd year of Ascendancy at 03:35 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Pe'ell the Cornac Shadowblade level 39
78th Regrowth 124th year of Ascendancy at 16:35 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Pe'ell the Cornac Shadowblade level 21
74th Haze 122nd year of Ascendancy at 19:57 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Pe'ell the Cornac Shadowblade level 28
73rd Pyre 123rd year of Ascendancy at 21:53 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Pe'ell the Cornac Shadowblade level 17
23rd Haze 122nd year of Ascendancy at 16:49 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Pe'ell the Cornac Shadowblade level 31
48th Dusk 123rd year of Ascendancy at 21:22 see stats
Log
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Lava floor burns Pe'ell!
Lava floor hits Pe'ell for 17 fire damage.
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There is a way up (High Peak) here (press '' or right click to use).
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The decrepit stairs crumble some more as you climb them.
You gain 3.47 gold from the transmogrification of sapper's voratun pickaxe (dig speed 17 turns).
You gain 8.70 gold from the transmogrification of sand drakeskin leather gloves of dispersion (0 def, 11 armour).
You gain 6.80 gold from the transmogrification of stealthy pair of drakeskin leather boots of rushing (0 def, 5 armour).
You gain 9.51 gold from the transmogrification of spiritwalker's drakeskin leather belt of valiance.
You gain 5.95 gold from the transmogrification of voratun plate armour of Eyal (9 def, 16 armour).
You gain 6.38 gold from the transmogrification of enlightening voratun mail armour (5 def, 10 armour).
You gain 7.19 gold from the transmogrification of marauder's drakeskin leather armour of cold resistance (12 def, 8 armour).
You gain 6.56 gold from the transmogrification of elemental quiver of dragonbone arrows of warping (18/18, 51-71.4 power, 18 apr).
You gain 10.18 gold from the transmogrification of penetrating drakeskin leather sling of true flight.
You gain 8.65 gold from the transmogrification of quick voratun waraxe of ruin (38.5-53.9 power, 6 apr).
You gain 6.10 gold from the transmogrification of elemental voratun longsword (44.5-62.3 power, 6 apr).
You gain 6.36 gold from the transmogrification of rogue's voratun ring of pilfering.
You gain 3.00 gold from the transmogrification of invisibility rune (power 12 for 8 turns).
You gain 2.90 gold from the transmogrification of phase door rune (range 14; power 34; dur 3).
There is a collapsing hidden vault here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Pe'ell deactivates Shadow Feed.
Pe'ell deactivates Stealth.
Pe'ell deactivates Trained Reactions.
Pe'ell deactivates Essence of Speed.
Pe'ell deactivates Shadow Combat.


































































































