









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies 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: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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!) Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 42 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Mayata the elven tempest at level 17 on the 30th Dusk 122nd year of Ascendancy at 18:27 0 / 8Killed by Mayata the elven tempest at level 17 on the 31st Dusk 122nd year of Ascendancy at 03:04 Killed by Adelaith the sand-drake at level 22 on the 22nd Haze 122nd year of Ascendancy at 23:41 Killed by Xerath the gigantic sandworm tunneler at level 23 on the 23rd Haze 122nd year of Ascendancy at 22:40 Killed by Xerath the gigantic sandworm tunneler at level 23 on the 24th Haze 122nd year of Ascendancy at 04:14 Killed by Betotira the bloated horror at level 25 on the 54th Haze 122nd year of Ascendancy at 05:17 Killed by Eilinariann the giant acid ant at level 42 on the 31st Pyre 123rd year of Ascendancy at 23:12 Killed by Majic at level 42 on the 31st Pyre 123rd year of Ascendancy at 23:50 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 42 (base 10) |
| Constitution | 60 (base 47) |
| Magic | 119 (base 60) |
| Willpower | 81 (base 60) |
| Cunning | 34 (base 11) |
Resources
| Life | 845/845 |
| Mana | 742/742 |
| Healing Factor | 1.3300507772247 |
| Regeneration | 0.33251269430617 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60.000000000001% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 20 |
| Infravision | 1 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 44 |
| Crit Chance | 17% |
| APR | 47 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 79 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +21% |
| Cold | +9% |
| All | 0% |
| Lightning | +55% |
| Light | +10% |
| Temporal | +18% |
| Physical | +9% |
| Darkness | +15% |
| Fire | +18% |
| Nature | +6% |
Offense: Damage Penetration
| Blight | +67% |
| Lightning | +62% |
| All | +47% |
Defense: Base
| Armour (hardiness) | 29 (35.65183292883%) |
| Defense | 76 |
| Ranged Defense | 76 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 57 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Arcane | + 53%( 70%) |
| Cold | + 32%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 47%( 70%) |
| Physical | + 45%( 70%) |
| Temporal | + 34%( 70%) |
| Darkness | + 49%( 70%) |
| Mind | + 34%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Pinning Resistance | 34% |
| Disarm Resistance | 28% |
| Confusion Resistance | 60% |
| Knockback Resistance | 37% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 45% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 855% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 224 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 799 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1692% for 10 turns (91 total) and instantly restoring 85 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Spell / Arcane | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Majic. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Ce'Nena the barrow wight. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Isiwe the white wolf. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You failed to protect the lost tinker from death by Poryrath the black crystal. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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. | 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 Possessed. | 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 unlocked the hall of reflections. * 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: 1036. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mastery 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 foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Floebait (32 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats +14 Dex offense ------ Physical Crit +5.0% Physical Power +5 (+5 eff.) Move Speed +10% Damage +9% physical +9% cold Accuracy +10 (+4 eff.) Ignore Armor +10 defense ------ Armor +5 Defense +32 (+7 eff.) Fatigue -8% Life +43.00 other ------- Stamina/turn +0.30 A pair of boots made of leather. |
| Light source | Armimnir1.0 Encumbrance T5 lite [Random Unique] Master While equipped: offense ------ Mind Crit +1% Ignore resists +22% all Ignore Armor +20 defense ------ Unlife -40.00 life other ------- Stamina/turn +3.00 Max hate +6.00 Light +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | Zubuyamiwe [power 314] (15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +18% temporal defense ------ Resistance +3% acid +9% cold +12% nature +12% mind Crit Resistance 15.00% Mind save +9 (+3 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 97 lightning damage and will be dazed for 1 turn (486 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Bleakwreath of the Blightspawn0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats -12 Str +8 Dex +12 Mag +3 Wil +9 Cun offense ------ Spell Crit +1% Spellpower +15 (+3 eff.) Damage +18% fire Ignore resists +20% blight Accuracy +10 (+4 eff.) defense ------ Resistance +36% fire Life +39.00 Disarm Resist +28% Pinning Resist +34% Knockbk Resist +37% other ------- Mana/turn +0.04 Rings make your fingers look great! |
| On fingers | Aryldata0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +2 Str +2 Dex +7 Con offense ------ Critical power +15.00% Accuracy +10 (+4 eff.) defense ------ Resistance +9% acid +6% physical Physical save +14 (+7 eff.) Unlife -80.00 life Rings make your fingers look great! |
| Around waist | Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 457, based on Magic) for 11 turns. Uses 20 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 main hand | Cyrylerabeth the dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Str +2 Dex +4 Mag offense ------ Spell Crit +14% Critical power +40.00% Spellpower +29 (+6 eff.) On-Hit 21 fire Damage +6% arcane +30% lightning Ignore Armor +1 defense ------ Resistance +10% darkness +12% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +24% other ------- See Invisibility +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Kulazor the Galebreak (0 def, 8 armour)1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +1 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) On-Hit 8 nature Damage +6% nature Accuracy +8 (+3 eff.) Ignore Armor +10 When Hit 2 lightning defense ------ Armor +8 Resistance +7% nature +9% lightning Spell save +6 (+2 eff.) Mind save +9 (+3 eff.) Life +49.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+4 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. This item has been sent to the Item's Vault. |
| Cloak | Ethereal Embrace (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 2.8 Power cost 28 out of 28/28. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 168.06 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. This item has been sent to the Item's Vault. |
| Around neck | Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
heroism infusion (die at -241; dur 7; cd 35)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -241 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 241 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -762; dur 6; cd 28)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -762 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 762 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 592%; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 632%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 632% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 88; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 88 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 30%; magical; dur 2; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 44; dur 4; cd 23)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 44.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
gold ring 'Snowquick'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Str offense ------ Spellpower/crit +8 Damage +6% cold When Hit 4 temporal 10 cold defense ------ Armor +14 Resistance +15% cold +15% temporal Rings make your fingers look great! |
Getarek the elven-wood vilestaff (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +19 (+4 eff.) Damage +25% acid +25% darkness +25% blight +25% fire +9% mind defense ------ Armor +14 Hardiness +6% Defense +7 (+1 eff.) Physical save +7 (+4 eff.) other ------- Mana-on-crit +2.00 Max mana +40.00 Max positive +5.00 Max negative +5.00 Wards +2 blight +2 fire +2 darkness +2 acid Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming stralite battleaxe of shearing (43-64 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Arcane/Master Weapon Damage 43.0 - 64.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-Hit, radius 1 +16 fire While equipped: offense ------ Ignore resists +13% all Accuracy +13 (+5 eff.) Ignore Armor +13 Massive two-handed battleaxes. |
Fulakalthondil the dwarven-steel greatmaul (40-60 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Arcane Weapon Damage 40.0 - 60.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +17 light Damage Against +24% Undead On-Hit, radius 1 +12 physical While equipped: Stats +5 Dex offense ------ Critical power +20.00% Ignore resists +25% physical defense ------ Armor +4 Unlife -60.00 life Massive two-handed mauls. |
acidic stralite greatsword of massacre (64-102 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Master Weapon Damage 63.5 - 101.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 209 damage over 5 turns and reducing armor and accuracy by 27 Massive two-handed swords. |
dwarven-steel waraxe 'Naturemark' (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +12 nature While equipped: Stats +5 Str offense ------ Physical Power +30 (+18 eff.) Damage +6% nature +28% physical Accuracy +46 (+14 eff.) defense ------ Resistance +20% light One-handed war axes. |
voratun waraxe 'Halabar' (39-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Master/Psionic Weapon Damage 39.0 - 54.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +16.0% Critical power +20.00% Ignore Armor +13 defense ------ Resistance +6% cold +4% physical Spell save +3 (+1 eff.) Disease Resist +20% One-handed war axes. |
thorny mindstar 'Beiruidur' (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +20 physical While equipped: Stats +5 Str offense ------ Spell Crit +5% Mind Crit +3% Mindpower +6 (+2 eff.) Spellpower/crit +8 Damage +12% blight defense ------ Physical save +7 (+4 eff.) Spell save +5 (+1 eff.) Mind save +7 (+2 eff.) other ------- Stamina/turn +3.00 EQ when Hit +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+3 eff.) Mindpower +12 (+4 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
caustic reinforced leather sling of piercing4.0 Encumbrance T4 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-crit, radius 2 +29 acid +19 nature While equipped: offense ------ Ignore resists +13% acid +9% nature +9% all Accuracy +13 (+5 eff.) Ignore Armor +18 Slings are used to hurl stones or metal shots at your foes. |
Blackpall (17/17, 34-48 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Rare] Arcane Weapon Damage 34.0 - 47.6 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 17 On-ranged-hit +15 blight +20 mind On-Hit, radius 1 +16 temporal +8 darkness +20 mind On Hit: * 30% chance to reduce strength, dexterity, and constitution by 34 * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 22% Arrows are used with bows to pierce your foes to death. |
barbed pouch of voratun shots of erosion (23/23, 63-76 power, 6 apr)3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego+] Nature/Master Weapon Damage 63.0 - 75.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +15.0% Capacity 23 On-ranged-hit +10 nature On Critical: * Wound the target dealing 23 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
dwarven-steel shield 'Morbussquall' (0 def, 18 armour, 122 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +18 Fatigue +8% Resistance +9% temporal +15% blight +15% cold +20% nature +24% fire other ------- Talents +1 Block Handheld deflection devices. |
swashbuckler's stralite shield of shrapnel (0 def, 8 armour, 135 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +5 Dex offense ------ Accuracy +12 (+4 eff.) On shield block: * Cause enemies within radius 6 to bleed for 23 physical damage over 5 turns (1/turn) defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
stargazer's silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil +1 Cun offense ------ Spell Crit +6% Spellpower +17 (+4 eff.) Spellpower/crit +4 Damage +20% light +6% darkness defense ------ Resistance +13% all Silence Resist +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather armour of Toknor (20 def, 8 armour)9.0 Encumbrance T5 light armor Reqs Str 20 [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Critical power +14.00% Physical Power +7 (+7 eff.) defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
searing drakeskin leather armour of cold resistance (20 def, 8 armour)9.0 Encumbrance T5 light armor Reqs Str 20 [Ego+] Arcane/Master While equipped: offense ------ On-Hit 20 acid 16 fire When Hit 9 acid 8 fire defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +10% acid +19% fire +24% cold A suit of armour made of leather. |
Erelutar the dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +30 (+10 eff.) Ignore Armor +5 defense ------ Armor +8 Defense +3 (+0 eff.) Fatigue +12% Resistance +23% fire other ------- Hate-on-crit +5.00 Max stamina +30.00 Max hate +4.00 Light +3 Infravision +3 See Invisibility +9 A suit of armour made of mail. |
rejuvenating voratun mail armour of Eyal (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Nature While equipped: defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Life +49.00 Life Regen +12.80 Healmod +12% other ------- Stamina/turn +1.10 A suit of armour made of mail. |
voratun mail armour of natural resilience (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Disrupt While equipped: defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +14% nature +12% blight Resist Against +10% Unnatural A suit of armour made of mail. |
Coalnail (0 def, 25 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Master While equipped: Stats +3 Str offense ------ Spell Crit +2% Ignore resists +25% darkness +10% arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Armor +25 Fatigue +22% other ------- Vim-on-crit +2.00 Light +3 Infravision +3 A suit of armour made of metal plates. |
Poranne the Rootstalker1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +8 (+7 eff.) On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Armor +4 Defense +20 (+4 eff.) Resistance +9% lightning +30% fire +9% nature +18% acid Physical save +6 (+3 eff.) Spell save +9 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
spiritwalker's hardened leather belt of unlife1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +4 Mag defense ------ Resistance +10% blight other ------- Mana/turn +0.21 Max mana +23.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Wind's Whisper (4 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+1 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 2.0 Power cost 50 out of 50/50. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
miner's pair of hardened leather boots of evasion (7 def, 9 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: defense ------ Armor +9 Defense +7 (+1 eff.) other ------- Infravision +2 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
heroic drakeskin leather gloves of sorrow (0 def, 7 armour)1.0 Encumbrance T4 hands armor [Ego++] Master/Psionic While equipped: offense ------ Mindpower +9 (+3 eff.) On-Hit 25 mind 30 darkness On-Hit (Melee): * 19% chance to reduce all saves and defense by 27 defense ------ Armor +7 Life +61.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aegis cashmere wizard hat of light (+19%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +13% light defense ------ Defense +2 (+0 eff.) Resistance +19% light Shield Power +7% Life Regen +3.80 A pointy cloth hat, very wizardly... |
Burnnight (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Dex offense ------ Damage +9% mind +9% fire Ignore resists +10% fire When Hit 6 fire defense ------ Armor +4 Fatigue +4% Resistance +15% temporal +15% cold +9% nature +9% light Spell save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
49 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
ethereal alchemist's lamp0.0 Encumbrance T3 lite [Ego+] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +8 (+2 eff.) other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of the moons0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +8 (+2 eff.) Damage +8% darkness defense ------ Resistance +5% light Affinity +5% darkness other ------- Light +6 Infravision +3 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 239.81 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Essence of Bearness3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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 Asphyxiation (24/24)0.0 Encumbrance rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Relgyrehor [power 110] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Str defense ------ Armor +6 Unlife -40.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Puts all charms on 15 turn cooldown 100% to heal for 32. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Majic the Higher Archmage level 40
13rd Pyre 123rd year of Ascendancy at 10:33 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Majic the Higher Archmage level 40
11st Pyre 123rd year of Ascendancy at 06:26 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Majic the Higher Archmage level 33
26th Regrowth 123rd year of Ascendancy at 15:24 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Majic the Higher Archmage level 32
15th Regrowth 123rd year of Ascendancy at 12:45 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Majic the Higher Archmage level 32
25th Regrowth 123rd year of Ascendancy at 11:24 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Majic the Higher Archmage level 24
52nd Haze 122nd year of Ascendancy at 18:53 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Majic the Higher Archmage level 34
47th Regrowth 123rd year of Ascendancy at 09:21 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Majic the Higher Archmage level 31
2nd Wintertide 123rd year of Ascendancy at 23:08 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Majic the Higher Archmage level 26
54th Haze 122nd year of Ascendancy at 17:17 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Majic the Higher Archmage level 10
4th Mirth 122nd year of Ascendancy at 18:43 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Majic the Higher Archmage level 20
49th Dusk 122nd year of Ascendancy at 13:05 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Majic the Higher Archmage level 30
68th Haze 122nd year of Ascendancy at 11:43 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Majic the Higher Archmage level 40
10th Pyre 123rd year of Ascendancy at 09:48 see stats
Orbituary (Insane (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Majic the Higher Archmage level 3
74th Pyre 122nd year of Ascendancy at 18:33 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Majic the Higher Archmage level 38
8th Pyre 123rd year of Ascendancy at 06:52 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Majic the Higher Archmage level 25
53rd Haze 122nd year of Ascendancy at 15:37 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Majic the Higher Archmage level 15
27th Dusk 122nd year of Ascendancy at 00:26 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Majic the Higher Archmage level 6
76th Pyre 122nd year of Ascendancy at 19:01 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Majic the Higher Archmage level 24
24th Haze 122nd year of Ascendancy at 20:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Majic the Higher Archmage level 17
31st Dusk 122nd year of Ascendancy at 02:32 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Majic the Higher Archmage level 42
31st Pyre 123rd year of Ascendancy at 23:50 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Majic the Higher Archmage level 39
10th Pyre 123rd year of Ascendancy at 09:48 see stats
Log
Majic deactivates Keen Senses.
Keen Senses has been disrupted by anti-magic forces!
Terrified from Eilinariann the giant acid ant hits Majic for 7 mind, 6 darkness (13 total damage).
Majic receives 118 healing from Temporal Restoration Field.
Majic the level 42 higher archmage was shadowed to death by Eilinariann the giant acid ant on level 3 of Lost Dwarven Kingdom of Reknor.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Temporal Restoration Field killed Majic!
Saving game...
Saving done.
Talent Disperse Magic is ready to use.
Talent Born into Magic is ready to use.
Talent Phase Door is ready to use.
Talent Chain Lightning is ready to use.
Talent Thunderstorm is ready to use.
Talent Feather Wind is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Shielding is ready to use.
Talent Arcane Reconstruction is ready to use.
Talent Temporal Shield is ready to use.
Talent Infusion: Movement is ready to use.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!


















































































































