










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Select your Escorts 1.5.10Allows 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. Proper Possession 1.5.0
 Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
 Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.5.9Official 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 | Normal Adventure | 
| Sex | Female | 
| Race | Dwarf | 
| Class | Sun Paladin | 
| Level / Exp | 50 / 715% | 
| Size | big | 
| Lifes / Deaths | Killed by snow giant boulder thrower at level 16 on the 4th Wealth 122nd year of Ascendancy at 07:25 5 / 2Killed by Atamathon the Giant Golem at level 50 on the 7th Dearth 123rd year of Ascendancy at 14:36  | 
Primary Stats
| Strength | 147 (base 60) | 
| Dexterity | 41 (base 21) | 
| Constitution | 75 (base 31) | 
| Magic | 105 (base 60) | 
| Willpower | 37 (base 14) | 
| Cunning | 93 (base 60) | 
Resources
| Life | 1670/1670 | 
| Mana | 529/529 | 
| Stamina | 340/340 | 
| Positive | 97/97 | 
| Healing Factor | 1.6079591836734 | 
| Regeneration | 8.7509544262219 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 11 | 
| See Stealth | 45.28081063601 | 
| See Invisible | 45.28081063601 | 
Offense: Mainhand
| Damage | 291 | 
| Accuracy | 51 | 
| Crit Chance | 69% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 74 | 
| Crit Chance | 72% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 44 | 
| Crit Chance | 29% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +28% | 
| Blight | +25% | 
| Physical | +31% | 
| Cold | +28% | 
| All | +22% | 
| Lightning | +29% | 
| Light | +97% | 
| Fire | +87% | 
| Nature | +42% | 
Offense: Damage Penetration
| Darkness | +5% | 
| Light | +35% | 
| Blight | +10% | 
| Fire | +25% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 81 (61.274970622797%) | 
| Defense | 47 | 
| Ranged Defense | 53 | 
| Fatigue | 0 | 
| Physical Save | 84 | 
| Spell Save | 68 | 
| Mental Save | 56 | 
Defense: Resistances
| Acid | + 40%( 70%) | 
| Blight | + 70%( 70%) | 
| Arcane | + 36%( 70%) | 
| Cold | + 50%( 70%) | 
| All | + 29%( 70%) | 
| Darkness | + 69%( 70%) | 
| Light | + 57%( 70%) | 
| Temporal | + 60%( 70%) | 
| Lightning | + 44%( 70%) | 
| Physical | + 53%( 70%) | 
| Fire | + 62%( 70%) | 
| Nature | + 70%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 25% | 
| Silence Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 69% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 691 life over 5 turns. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 270 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning 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 625 damage for 5 turns. Its effects scale with your Magic stat.  | 
Class Talents
| Celestial / Guardian | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Celestial / Sun | 1.60 | 
  | 3/5 | 
  | 2/5 | 
  | 5/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Combat | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 5/5 | 
| Technique / Shield offense | 1.35 | 
  | 3/5 | 
  | 1/5 | 
  | 4/5 | 
  | 5/5 | 
| Celestial / Radiance | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
| Technique / Two-handed assault | 1.10 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Technique / Combat training | 1.10 | 
  | 5/5 | 
  | 3/5 | 
  | 2/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Celestial / Light | 1.75 | 
  | 3/5 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
| Celestial / Chants | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Conveyance | 1.00 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Weapon of Wrath | 
| talent | Weapon of Light | 
| talent | Searing Sight | 
| talent | Second Life | 
| talent | Retribution | 
| talent | Chant of Fortress | 
| talent | Shield of Light | 
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 | 
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 failed to protect the lost anorithil from death by Xanolrathra the orc warrior. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | failed | 
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)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 improved talent Bathe in Light (+1 level(s)).  | done | 
You failed to protect the lost anorithil from death by giant red ant. Escort: lost anorithil (level 4 of Old Forest) | failed | 
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)).  | done | 
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 successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+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 Device Mastery (+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.  | done | 
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you.  | 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 1583.  | 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 | 
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior 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 explosive force. 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.  | 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.  | completed | 
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 within | active | 
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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news!  | completed | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Trash Shoes (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 arcane / 8 blight Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +12% blight / +6% fire Changes resistances penetration: +10% blight / +10% fire Spellpower: +6 (+2 eff.) It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 20 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  Paradox FlashlightPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Str / +4 Dex / +7 Mag / +2 Wil / +9 Cun / +2 Con Changes resistances: +20% cold / +29% temporal Spellpower: +17 (+5 eff.) Light radius: -4 Infravision radius: +11 Defense after a teleport: +34 Resist all after a teleport: +40% New effects duration reduction after a teleport: +60% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
| On head |  Ravenwasp (8 def, 14 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +14 Defense: +8 (+3 eff.) Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Str / +16 Con Changes resistances: +6% fire / +6% nature / +7% all Changes resistances penetration: +5% darkness Physical save: +27 (+5 eff.) Mental save: +15 (+5 eff.) Only die when reaching: -40.00 life Maximum stamina: +5.00 It can be used to activate talent Battle Cry, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  Lightbringer's WandRequires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 274 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 28 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. This item has been sent to the Item's Vault.  | 
| On fingers |  Paladin's BuddyPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +6 Changes stats: +10 Str / +10 Mag / +9 Con Changes resistances: +3% blight / +40% nature / +6% lightning Changes damage: +20% nature / +3% blight Physical save: +6 (+1 eff.) Spell save: +20 (+5 eff.) Silence immunity: +10% Confusion immunity: +5% Life regen: +1.80 Maximum life: +100.00 Healing mod.: +21% Damage Shield penetration: +20% Rings can have magical properties.  | 
| On fingers |  painweaver's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+2 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 18 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +3 Cun Changes damage: +5% all Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +15 (+4 eff.) Mindpower: +10 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties.  | 
| Around neck |  archmage's voratun amulet of perfection (0.25 Technique / Shield offense,0.25 Celestial / Light)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +6% acid / +5% fire / +6% cold / +7% lightning Talent masteries: +0.25 Technique / Shield offense +0.25 Celestial / Light Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties.  | 
| In main hand |  Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. The set is complete. Base power: 50.0 - 70.0 Uses stats: 75% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 light / +15 fire Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +30% light / +10% fire Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) P.Energy each turn: +0.20 Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 561.76 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 28 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. This item has been sent to the Item's Vault.  | 
| Around waist |  Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it.  | 
| In off hand |  Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. The set is complete. When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 50% Mag, 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +280 When wielded/worn: Armour: +20 Defense: +16 (+6 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+5 eff.) Life regen: +0.25 Light radius: +3 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. This item has been sent to the Item's Vault.  | 
| Cloak |  Airpiety the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Defense: +2 (+1 eff.) Damage when hit (Melee): 16 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +4 Wil Changes damage: +9% physical Maximum stamina: +20.00 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Molten Skin (15 def, 12 armour)Requires: - Level 35 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+5 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 10 power out of 16/16) : Effective talent level: 4.4 Power cost: 10 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 308.42 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. This item has been sent to the Item's Vault.  | 
Inventory
 Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.  | 
 ManochakInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Fatigue: -6% Changes stats: +1 Str / +7 Con Physical save: +26 (+5 eff.) Life regen: +5.20 Stamina each turn: +0.60 Maximum life: +102.00 Maximum stamina: +10.00 Amulets can have magical properties.  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it.  | 
 Gloribeth the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+1 eff.) Damage when hit (Melee): 16 blight Changes stats: +6 Str / +6 Con Changes resistances: +6% cold Changes damage: +12% arcane Blindness immunity: +20% Stun/Freeze immunity: +15% Mana each turn: +0.12 Rings can have magical properties.  | 
 Toroidal Garbage BurritoPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 blight Changes resistances: +47% blight / +6% acid / +26% nature / +20% mind Changes resistances penetration: +29% blight Changes damage: +14% mind / +20% blight Poison immunity: +54% Disease immunity: +59% Rings can have magical properties.  | 
 Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 105% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 32 power out of 50/50) : Effective talent level: 2.0 Power cost: 32 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 20.56 acid and 20.08 blight damage. If not cleared after five turns it will inflict 114.02 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. This item has been sent to the Item's Vault.  | 
 Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+11 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 157 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust."  | 
 Viperhunger the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Cun / +1 Str Changes resistances: +3% mind / +6% nature Changes resistances penetration: +5% nature Changes damage: +3% nature Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace.  | 
 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull.  | 
 Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 159 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 880.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 20 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away.  | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
			A dangerous secret
			Found the mysterious staff and told Last Hope about it.By Red Dwarf the Dwarf Sun Paladin level 26
16th Shortage 122nd year of Ascendancy at 06:19 see stats
			Against all odds
			Killed Ukruk in the ambush.By Red Dwarf the Dwarf Sun Paladin level 25
28th Loss 122nd year of Ascendancy at 16:09 see stats
			Arachnophobia
			Destroyed the spydric menace.By Red Dwarf the Dwarf Sun Paladin level 30
30th Shortage 122nd year of Ascendancy at 14:23 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 Red Dwarf the Dwarf Sun Paladin level 40
16th Voratun 123rd year of Ascendancy at 20:20 see stats
			Back and there again
			Opened a portal to the Far East from Maj'Eyal.By Red Dwarf the Dwarf Sun Paladin level 37
37th Stralite 123rd year of Ascendancy at 14:06 see stats
			Bookception!
			Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Red Dwarf the Dwarf Sun Paladin level 50
25th Wealth 123rd year of Ascendancy at 15:10 see stats
			Brave new world
			Went to the Far East and took part in the war.By Red Dwarf the Dwarf Sun Paladin level 29
28th Shortage 122nd year of Ascendancy at 18:28 see stats
			Bringer of Doom
			Killed a Bringer of Doom.By Red Dwarf the Dwarf Sun Paladin level 22
19th Loss 122nd year of Ascendancy at 08:20 see stats
			Clone War
			Destroyed your own Shade.By Red Dwarf the Dwarf Sun Paladin level 45
19th Profit 123rd year of Ascendancy at 22:57 see stats
			Destroyer's bane
			Killed Golbug the Destroyer.By Red Dwarf the Dwarf Sun Paladin level 28
26th Shortage 122nd year of Ascendancy at 04:56 see stats
			Evil denied
			Won ToME by preventing the Void portal from opening.By Red Dwarf the Dwarf Sun Paladin level 50
15th Wealth 123rd year of Ascendancy at 04:13 see stats
			Exterminator
			Killed 1000 creatures.By Red Dwarf the Dwarf Sun Paladin level 19
38th Dearth 122nd year of Ascendancy at 00:56 see stats
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Red Dwarf the Dwarf Sun Paladin level 35
22nd Gold 123rd year of Ascendancy at 12:40 see stats
			Fear of Fours
			Killed all four bosses of the Slime Tunnels.By Red Dwarf the Dwarf Sun Paladin level 47
33rd Profit 123rd year of Ascendancy at 00:45 see stats
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Red Dwarf the Dwarf Sun Paladin level 16
43rd Profit 122nd year of Ascendancy at 21:06 see stats
			I cleared the room of death and all I got was this lousy achievement!
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Red Dwarf the Dwarf Sun Paladin level 41
17th Voratun 123rd year of Ascendancy at 02:23 see stats
			Is that how it feels to be an escort quest?!
			Got saved from death in the Godfeaster by Malyu and managed to escape.By Red Dwarf the Dwarf Sun Paladin level 31
23rd Iron 123rd year of Ascendancy at 00:52 see stats
			Level 10
			Got a character to level 10.By Red Dwarf the Dwarf Sun Paladin level 10
4th Profit 122nd year of Ascendancy at 01:45 see stats
			Level 20
			Got a character to level 20.By Red Dwarf the Dwarf Sun Paladin level 20
7th Loss 122nd year of Ascendancy at 05:30 see stats
			Level 30
			Got a character to level 30.By Red Dwarf the Dwarf Sun Paladin level 30
30th Shortage 122nd year of Ascendancy at 01:36 see stats
			Level 40
			Got a character to level 40.By Red Dwarf the Dwarf Sun Paladin level 40
13rd Voratun 123rd year of Ascendancy at 19:31 see stats
			Level 50
			Got a character to level 50.By Red Dwarf the Dwarf Sun Paladin level 50
15th Wealth 123rd year of Ascendancy at 03:39 see stats
			Orcrist
			Killed the leaders of the Orc Pride.By Red Dwarf the Dwarf Sun Paladin level 46
28th Profit 123rd year of Ascendancy at 09:16 see stats
			Race through fire
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Red Dwarf the Dwarf Sun Paladin level 39
13rd Voratun 123rd year of Ascendancy at 18:40 see stats
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Red Dwarf the Dwarf Sun Paladin level 19
18th Dearth 122nd year of Ascendancy at 14:01 see stats
			Savior of the damsels in distress
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Red Dwarf the Dwarf Sun Paladin level 26
2nd Shortage 122nd year of Ascendancy at 23:08 see stats
			Shasshhiy'Kaish
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Red Dwarf the Dwarf Sun Paladin level 26
21st Shortage 122nd year of Ascendancy at 05:20 see stats
			Size is everything
			Did over 1500 damage in one attack.By Red Dwarf the Dwarf Sun Paladin level 41
28th Voratun 123rd year of Ascendancy at 13:48 see stats
			Size matters
			Did over 600 damage in one attack.By Red Dwarf the Dwarf Sun Paladin level 29
26th Shortage 122nd year of Ascendancy at 07:53 see stats
			Sliders
			Activated a portal using the Orb of Many Ways.By Red Dwarf the Dwarf Sun Paladin level 28
26th Shortage 122nd year of Ascendancy at 06:03 see stats
			Squadmate
			Escaped from Reknor alive with your squadmate Norgan.By Red Dwarf the Dwarf Sun Paladin level 5
19th Voratun 122nd year of Ascendancy at 21:39 see stats
			Tactical master
			Fought the two Sorcerers without closing any invocation portals.By Red Dwarf the Dwarf Sun Paladin level 50
15th Wealth 123rd year of Ascendancy at 04:12 see stats
			The Arena
			Unlocked Arena mode.By Red Dwarf the Dwarf Sun Paladin level 8
2nd Acquisition 122nd year of Ascendancy at 06:03 see stats
			The Legend of Garkul
			Learned the five chapters of the Legend of Garkul.By Red Dwarf the Dwarf Sun Paladin level 46
28th Profit 123rd year of Ascendancy at 05:52 see stats
			The Sun Still Shines
			Aeryn survived the last battle.By Red Dwarf the Dwarf Sun Paladin level 50
15th Wealth 123rd year of Ascendancy at 04:13 see stats
			The secret city
			Discovered the truth about mages.By Red Dwarf the Dwarf Sun Paladin level 35
22nd Gold 123rd year of Ascendancy at 02:42 see stats
			There and back again
			Opened a portal to Maj'Eyal from the Far East.By Red Dwarf the Dwarf Sun Paladin level 31
19th Iron 123rd year of Ascendancy at 22:57 see stats
			Treasure Hoarder
			Amassed 3000 gold pieces.By Red Dwarf the Dwarf Sun Paladin level 25
1st Shortage 122nd year of Ascendancy at 08:48 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Red Dwarf the Dwarf Sun Paladin level 18
4th Wealth 122nd year of Ascendancy at 18:34 see stats
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By Red Dwarf the Dwarf Sun Paladin level 24
28th Loss 122nd year of Ascendancy at 01:20 see stats
			You were not supposed to see that!
			Read a Forbidden Tome.By Red Dwarf the Dwarf Sun Paladin level 50
23rd Wealth 123rd year of Ascendancy at 17:29 see stats
Log
You transfer Eyal's Will (22-24.2 power, 40 apr, nature damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Void Shard to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Quiver of the Sun (25/25, 34-47.6 power, 15 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
Red Dwarf deactivates Chant of Fortress.
Red Dwarf deactivates Shield of Light.
Red Dwarf deactivates Retribution.
Red Dwarf deactivates Weapon of Light.
Red Dwarf deactivates Weapon of Wrath.
Red Dwarf deactivates Searing Sight.
Red Dwarf deactivates Second Life.






















































































