













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Alchemist |
| Level / Exp | 50 / 547% |
| Size | medium |
| Lifes / Deaths | Killed by golem (servant of SamGray V) at level 5 on the 21st Voratun 122nd year of Ascendancy at 18:07 0 / 7Killed by Urkis, the High Tempest at level 25 on the 23rd Steel 123rd year of Ascendancy at 20:08 Killed by Urkis, the High Tempest at level 25 on the 23rd Steel 123rd year of Ascendancy at 21:58 Killed by golem (servant of SamGray V) at level 28 on the 40th Steel 123rd year of Ascendancy at 20:24 Killed by The Master at level 28 on the 41st Steel 123rd year of Ascendancy at 09:40 Killed by golem (servant of SamGray V) at level 33 on the 9th Profit 123rd year of Ascendancy at 15:31 Killed by Elandar at level 48 on the 34th Steel 124th year of Ascendancy at 13:51 |
Primary Stats
| Strength | 38 (base 16) |
| Dexterity | 77 (base 60) |
| Constitution | 57 (base 34) |
| Magic | 104 (base 66) |
| Willpower | 44 (base 13) |
| Cunning | 91 (base 65) |
Resources
| Life | 1221/1221 |
| Mana | 513/513 |
| Equilibrium | 20 |
| Positive | 131/197 |
| Healing Factor | 1.3105726872247 |
| Regeneration | 2.2935022026432 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 3 |
| See Invisible | 18 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 46 |
| Crit Chance | 36% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 46 |
| Crit Chance | 35% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +35% |
| Light | +21% |
| Darkness | +29% |
| Cold | +134% |
| Lightning | +14% |
| Fire | +20% |
| All | +9% |
Offense: Damage Penetration
| Cold | +10% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 39.844947533951 (67.131147540984%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 67 |
| Spell Save | 62 |
| Mental Save | 70 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 38%( 70%) |
| Cold | + 70%( 70%) |
| All | + 22%( 70%) |
| Mind | + 34%( 70%) |
| Lightning | + 45%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 57%( 70%) |
| Physical | + 52%( 70%) |
| Darkness | + 64%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 80% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 93% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 16% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 535 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1401% for 10 turns and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 12 turns. While Heroism is active, you will only die when reaching -553 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Spell / Fire alchemy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Golemancy | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Defensive Posture |
| talent | Elemental Harmony |
| talent | Frost Infusion |
| talent | Ice Core |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Spit Poison (+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. * 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: 1327. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? | active |
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 within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of drakeskin leather boots of speed (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Silence immunity: +40% Confusion immunity: +30% Stun/Freeze immunity: +50% Movement speed: +20% A pair of boots made of leather. |
| Quiver | 558 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
| Light source | Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 866 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | Relgyntir the Blazestake (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Con Changes resistances: +15% mind / +5% arcane Changes damage: +12% light Reduces incoming crit damage: 15.00% Physical save: +9 (+2 eff.) Stun/Freeze immunity: +30% Light radius: +3 A cap made of leather. |
| On hands | restful drakeskin leather gloves of dispersion (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 8 arcane Changes stats: +6 Mag / +5 Wil Changes resistances: +6% arcane Life regen: +1.50 Stamina each turn: +1.20 Maximum stamina: +24.00 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dragonbone totem of healing 'Gaderig' [power 222] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +4% physical / +6% nature / +9% darkness Physical save: +20 (+5 eff.) Mental save: +6 (+2 eff.) Silence immunity: +15% Pinning immunity: +20% It can be used to heal a target within range 8 (based on Willpower) for 222, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | AbysswrestPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +2 Str / +4 Wil Changes resistances: +3% fire Changes resistances penetration: +10% fire Changes damage: +6% fire Silence immunity: +38% Mana each turn: +0.18 Light radius: +3 Infravision radius: +3 Rings can have magical properties. |
| On fingers | Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| Around neck | Zeresin the stralite amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Wil / +6 Mag Changes damage: +6% acid / +5% fire / +5% cold / +5% lightning Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +6% See invisible: +18 Amulets can have magical properties. |
| In main hand | Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+8 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
| 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 (+4 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 | Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
| Cloak | Silawyn the cashmere cloak (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+4 eff.) Fatigue: -6% Changes stats: +5 Str / +5 Mag / +2 Wil / +7 Cun Reduces incoming crit damage: 15.00% Physical save: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Stun/Freeze immunity: +60% Spellpower: +10 (+3 eff.) It can be used to turn yourself invisible (power 42, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
heroism infusion (+5 for 9 turns, die at -402)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -402 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 7 turns, die at -489)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 7 turns. While Heroism is active, you will only die when reaching -489 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+11 for 11 turns, die at -260)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 11 turns. While Heroism is active, you will only die when reaching -260 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (549% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 549% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1162% regen over 10 turns; 58 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1162% for 10 turns and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1196% regen over 10 turns; 60 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1196% for 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last 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. |
clarifying stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +17% mind Cut immunity: +50% Confusion immunity: +34% Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 0.8 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 177 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
starlit stralite amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% light / +13% darkness Blindness immunity: +38% Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +40.00 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 10 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. |
GalefistCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +17 Physical power: +11 (+5 eff.) Defense: +17 (+5 eff.) Effects on melee hit: * 35% chance to daze at end of turn Damage when hit (Melee): 8 blight Changes stats: +10 Str / +8 Wil / +8 Cun / +10 Con Changes resistances: +6% lightning Changes damage: +6% arcane Mental save: +13 (+3 eff.) Confusion immunity: +50% Vim when firing critical spell: +3.00 Mindpower: +14 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
StrikemistressPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +29 (+11 eff.) Armour: +22 Effects on melee hit: * 35% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 37 light Changes stats: +19 Str / +10 Con Changes resistances: +6% lightning / +9% cold / +5% arcane Changes resistances penetration: +20% lightning Changes damage: +12% acid Poison immunity: +10% Spellpower: +15 (+4 eff.) Mindpower: +15 (+5 eff.) Rings can have magical properties. |
conjurer's steel ring of arcana(+0.14/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +4 Wil Silence immunity: +30% Mana each turn: +0.14 Spellpower: +7 (+2 eff.) Rings can have magical properties. |
painweaver's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Changes damage: +5% all Stun/Freeze immunity: +23% Life regen: +1.50 Spellpower: +8 (+2 eff.) Mindpower: +11 (+4 eff.) Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
wizard's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Stun/Freeze immunity: +32% Life regen: +2.00 Rings can have magical properties. |
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: 130% 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 (+12 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 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of 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." |
MorbustyphoonInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +14 (+6 eff.) Damage when hit (Melee): 4 nature Changes stats: +13 Str / +7 Dex / +6 Wil / +7 Cun / +6 Con Changes resistances: +12% lightning / +14% temporal / +9% darkness / +3% cold / +9% nature Physical save: +35 (+8 eff.) Spell save: +23 (+6 eff.) Mental save: +20 (+5 eff.) Blindness immunity: +5% Life regen: +3.50 Healing mod.: +26% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Daimokor'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +19 Defense: +11 (+4 eff.) Changes resistances: +5% arcane / +6% blight Physical save: +24 (+6 eff.) Stun/Freeze immunity: +10% Only die when reaching: -80.00 life Maximum psi: +50.00 A belt that goes around your waist. |
Adothra (3 def, 12 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +12 Defense: +3 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +3% physical / +30% cold Changes resistances penetration: +10% acid Physical save: +11 (+2 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Life regen: +0.20 Stamina each turn: +0.60 Only die when reaching: -50.00 life Maximum mana: +72.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of drakeskin leather boots of evasion (17 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 (+5 eff.) Fatigue: +5% Silence immunity: +31% Confusion immunity: +33% Stun/Freeze immunity: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
dwarven-steel helm 'Purebright' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +4 Mag Changes resistances: +6% nature / +12% cold Allows you to breathe in: water Reduces incoming crit damage: 15.00% Infravision radius: +3 See invisible: +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Olerim (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -5% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str Changes resistances: +6% lightning / +18% fire Spell save: +30 (+8 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Scorchwisp the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Wil Changes resistances: +9% acid / +6% fire Changes damage: +3% acid Critical mult.: +11.00% Maximum life: +52.00 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 1.8 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
532 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
48 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
59 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)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 671.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 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. |
void dragonbone wand of conjuration [power 421] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +3 Void Blast It can be used to fire a bolt of a random element with (base) damage 210 to 421, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
36 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
62 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
67 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By SamGray V the Dwarf Alchemist level 29
9th Gold 123rd year of Ascendancy at 07:51 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By SamGray V the Dwarf Alchemist level 21
23rd Loss 122nd year of Ascendancy at 06:58 see stats
Against all odds
Killed Ukruk in the ambush.By SamGray V the Dwarf Alchemist level 29
7th Gold 123rd year of Ascendancy at 10:10 see stats
Arachnophobia
Destroyed the spydric menace.By SamGray V the Dwarf Alchemist level 32
10th Stralite 123rd year of Ascendancy at 18:37 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By SamGray V the Dwarf Alchemist level 37
6th Dearth 123rd year of Ascendancy at 10:16 see stats
Brave new world
Went to the Far East and took part in the war.By SamGray V the Dwarf Alchemist level 31
5th Stralite 123rd year of Ascendancy at 14:27 see stats
Bringer of Doom
Killed a Bringer of Doom.By SamGray V the Dwarf Alchemist level 17
45th Dearth 122nd year of Ascendancy at 22:12 see stats
Clone War
Destroyed your own Shade.By SamGray V the Dwarf Alchemist level 43
15th Iron 124th year of Ascendancy at 02:01 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By SamGray V the Dwarf Alchemist level 28
2nd Gold 123rd year of Ascendancy at 13:08 see stats
Destroyer's bane
Killed Golbug the Destroyer.By SamGray V the Dwarf Alchemist level 30
1st Stralite 123rd year of Ascendancy at 22:17 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By SamGray V the Dwarf Alchemist level 20
14th Loss 122nd year of Ascendancy at 22:56 see stats
Dragon's Greed
Amassed 8000 gold pieces.By SamGray V the Dwarf Alchemist level 38
26th Dearth 123rd year of Ascendancy at 12:44 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By SamGray V the Dwarf Alchemist level 50
35th Steel 124th year of Ascendancy at 01:00 see stats
Exterminator
Killed 1000 creatures.By SamGray V the Dwarf Alchemist level 16
31st Dearth 122nd year of Ascendancy at 06:36 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By SamGray V the Dwarf Alchemist level 45
21st Steel 124th year of Ascendancy at 01:28 see stats
Guiding Hand
Saved all escorted adventurers.By SamGray V the Dwarf Alchemist level 28
39th Steel 123rd year of Ascendancy at 22:01 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SamGray V the Dwarf Alchemist level 21
23rd Loss 122nd year of Ascendancy at 07:23 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By SamGray V the Dwarf Alchemist level 42
24th Shortage 123rd year of Ascendancy at 04:07 see stats
Level 10
Got a character to level 10.By SamGray V the Dwarf Alchemist level 10
5th Wealth 122nd year of Ascendancy at 16:05 see stats
Level 20
Got a character to level 20.By SamGray V the Dwarf Alchemist level 20
6th Loss 122nd year of Ascendancy at 04:30 see stats
Level 30
Got a character to level 30.By SamGray V the Dwarf Alchemist level 30
27th Gold 123rd year of Ascendancy at 17:14 see stats
Level 40
Got a character to level 40.By SamGray V the Dwarf Alchemist level 40
26th Loss 123rd year of Ascendancy at 12:07 see stats
Level 50
Got a character to level 50.By SamGray V the Dwarf Alchemist level 50
34th Steel 124th year of Ascendancy at 19:18 see stats
Oozemancer
Destroyed the corrupted oozemancer.By SamGray V the Dwarf Alchemist level 38
21st Dearth 123rd year of Ascendancy at 05:15 see stats
Orcrist
Killed the leaders of the Orc Pride.By SamGray V the Dwarf Alchemist level 44
7th Steel 124th year of Ascendancy at 11:14 see stats
Portal master
Fought the two Sorcerers and closed four invocation portals.By SamGray V the Dwarf Alchemist level 50
35th Steel 124th year of Ascendancy at 00:59 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By SamGray V the Dwarf Alchemist level 41
14th Shortage 123rd year of Ascendancy at 03:15 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By SamGray V the Dwarf Alchemist level 16
29th Dearth 122nd year of Ascendancy at 09:09 see stats
Size is everything
Did over 1500 damage in one attack.By SamGray V the Dwarf Alchemist level 23
11st Steel 123rd year of Ascendancy at 20:38 see stats
Size matters
Did over 600 damage in one attack.By SamGray V the Dwarf Alchemist level 18
1st Loss 122nd year of Ascendancy at 15:58 see stats
Sliders
Activated a portal using the Orb of Many Ways.By SamGray V the Dwarf Alchemist level 31
2nd Stralite 123rd year of Ascendancy at 01:02 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By SamGray V the Dwarf Alchemist level 5
20th Voratun 122nd year of Ascendancy at 06:42 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By SamGray V the Dwarf Alchemist level 21
23rd Loss 122nd year of Ascendancy at 06:58 see stats
That was close
Killed your target while having only 1 life left.By SamGray V the Dwarf Alchemist level 48
34th Steel 124th year of Ascendancy at 13:43 see stats
The Arena
Unlocked Arena mode.By SamGray V the Dwarf Alchemist level 7
35th Profit 122nd year of Ascendancy at 21:07 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By SamGray V the Dwarf Alchemist level 21
23rd Loss 122nd year of Ascendancy at 06:58 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By SamGray V the Dwarf Alchemist level 22
24th Iron 123rd year of Ascendancy at 19:17 see stats
The bigger the better!
Did over 3000 damage in one attack.By SamGray V the Dwarf Alchemist level 44
23rd Iron 124th year of Ascendancy at 09:58 see stats
The secret city
Discovered the truth about mages.By SamGray V the Dwarf Alchemist level 11
17th Wealth 122nd year of Ascendancy at 06:59 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By SamGray V the Dwarf Alchemist level 33
21st Profit 123rd year of Ascendancy at 02:24 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By SamGray V the Dwarf Alchemist level 22
23rd Iron 123rd year of Ascendancy at 21:45 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By SamGray V the Dwarf Alchemist level 31
8th Stralite 123rd year of Ascendancy at 14:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By SamGray V the Dwarf Alchemist level 18
3rd Loss 122nd year of Ascendancy at 16:35 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By SamGray V the Dwarf Alchemist level 28
6th Gold 123rd year of Ascendancy at 06:36 see stats
Log
You gain 11.07 gold from the transmogrification of watchleader's dwarven lantern of the zealot.
You gain 23.35 gold from the transmogrification of quiver of dragonbone arrows 'Furnacesun' (23/23, 65.5-91.7 power, 18 apr).
You gain 9.30 gold from the transmogrification of spiked drakeskin leather armour of the hero (5 def, 8 armour).
You gain 4.27 gold from the transmogrification of radiant drakeskin leather armour (5 def, 8 armour).
You gain 6.11 gold from the transmogrification of catburglar's drakeskin leather cap of trickery (0 def, 5 armour).
You gain 6.10 gold from the transmogrification of augmenting elven-silk wizard hat (3 def, 0 armour).
You gain 5.28 gold from the transmogrification of storm drakeskin leather gloves of strength (+6) (0 def, 3 armour).
You gain 3.06 gold from the transmogrification of insulating pair of drakeskin leather boots of spellbinding (0 def, 5 armour).
You gain 9.27 gold from the transmogrification of sunsealed elven-silk robe of time (+18%) (12 def, 5 armour).
You gain 6.32 gold from the transmogrification of stargazer's elven-silk robe of power (5 def, 0 armour).
You gain 14.70 gold from the transmogrification of infernal dragonbone magestaff of channeling (30-36 power, 6 apr, lightning element).
You gain 1.83 gold from the transmogrification of vision rune (radius 13; dur 29; see undead).
You gain 1.50 gold from the transmogrification of biting gale rune (180 cold damage; freeze 3 turns with power 22).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (resist 30%; cure magical).
You gain 2.44 gold from the transmogrification of insidious poison infusion (37 nature damage, 49% healing reduction).
You gain 0.71 gold from the transmogrification of healing infusion (heal 72).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Resting starts...
Rested for 48 turns (stop reason: all resources and life at maximum).
Golem (servant of SamGray V) deactivates Reflective Skin.
SamGray V deactivates Elemental Harmony.
SamGray V deactivates Defensive Posture.
SamGray V deactivates Ice Core.
SamGray V deactivates Frost Infusion.































































































