
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 50 / 1814% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Weirdling Beast at level 15 on the 26th Dusk 122nd year of Ascendancy at 01:07 0 / 8Killed by bandit at level 15 on the 53rd Dusk 122nd year of Ascendancy at 16:47 Killed by Sleeping Adyvea at level 30 on the 27th Regrowth 124th year of Ascendancy at 02:00 Killed by overpowered greater multi-hued wyrm at level 38 on the 41st Pyre 124th year of Ascendancy at 07:19 Killed by overpowered greater multi-hued wyrm at level 38 on the 41st Pyre 124th year of Ascendancy at 09:09 Killed by Vorokira the blinkwyrm at level 40 on the 69th Pyre 124th year of Ascendancy at 04:00 Killed by Layann the orc blood mage at level 49 on the 55th Regrowth 125th year of Ascendancy at 22:04 Killed by Argoniel at level 50 on the 8th Mirth 125th year of Ascendancy at 04:46 |
Primary Stats
| Strength | 181 (base 60) |
| Dexterity | 34 (base 30) |
| Constitution | 45 (base 9) |
| Magic | 122 (base 61) |
| Willpower | 42 (base 10) |
| Cunning | 85 (base 55) |
Resources
| Life | 1627/1627 |
| Mana | 434/434 |
| Positive | 77/77 |
| Healing Factor | 1.2511689881047 |
| Regeneration | 14.075651116178 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 4 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 331 |
| Accuracy | 48 |
| Crit Chance | 89% |
| APR | 46 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +63% |
| Physical | +53% |
| Mind | +39% |
| Arcane | +18% |
| Fire | +40% |
| All | +9% |
Offense: Damage Penetration
| Physical | +37% |
| Nature | +27% |
| Light | +65% |
| Fire | +32% |
| Cold | +22% |
| Arcane | +37% |
| Mind | +22% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 106.55121162846 (93.607947236566%) |
| Defense | 42 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 76 |
| Spell Save | 79 |
| Mental Save | 77 |
Defense: Resistances
| Acid | + 67%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 41%( 70%) |
| Cold | + 38%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 70%( 70%) |
| Mind | + 49%( 70%) |
| Darkness | + 62%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Disarm Resistance | 53% |
| Pinning Resistance | 30% |
| Knockback Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 879 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 200 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 50% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1066 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1066 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Crusader | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.50 |
| 3/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.40 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Retribution |
| talent | Chant of Resistance |
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Second Life |
| talent | Premonition |
| talent | Shield of Light |
| talent | Righteous Strength |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 5% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by orc grand master assassin. Escort: injured seer (level 5 of Dreadfell) | failed |
You failed to protect the injured seer from death by Sol'gladius. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by fire drake hatchling. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1873. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 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 | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Blastreeve-1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +15 Mag +6 Wil dps ---------- Spell.pwr +32 (+8 eff.) Dmg.mod +15% mind +6% lightning Res.pen +5% nature +12% all Apr +15 ----- def ----- Mind.save +21 (+4 eff.) ---------- misc Psi/ret +0.16 Max.psi +30.00 Light +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | drakeskin leather cap 'Isema' (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil +1 Con dps ---------- Phys.crit +2.0% Phys.pwr +9 (+1 eff.) Res.pen +25% physical Acc +20 (+6 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +12% physical Phys.save +12 (+3 eff.) A cap made of leather. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+3 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 264 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | Breninarirab the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% physical Res.pen +25% arcane Apr +2 On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +12 Max.HP +28.00 Disarm- +29% Pinning- +30% Knockbk- +32% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
| On fingers | Ashquencher0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +10% fire +10% cold ----- def ----- Resists +3% fire +15% light +6% darkness Mind.save +10 (+2 eff.) Confus- +39% Rings make your fingers look great! |
| Around neck | voratun amulet 'Gliselle'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Phys.pwr +10 (+1 eff.) Phys.spd +10% Dmg.mod +9% arcane +10% physical ----- def ----- Resists +6% acid +6% nature +6% lightning Phys.save +63 (+13 eff.) Spell.save +47 (+10 eff.) Mind.save +49 (+10 eff.) Max.HP +63.00 HP.reg +11.00 Blind- +10% Disarm- +24% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
| In main hand | Champion's Will (67-107 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 115% Str, 50% Mag, 20% Con Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 108 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
| Around waist | monstrous hardened leather belt of the giants1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +13 (+2 eff.) ----- def ----- Phys.save +10 (+2 eff.) Spell.save +7 (+2 eff.) ---------- misc Size +2 A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+6 eff.) Rng.Def +17 (+6 eff.) Fatigue +12% Resists +12% mind +10% fire +20% light +15% darkness Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 81.50 to 101.87 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | Treevile the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Str +11 Mag +7 Wil +5 Cun dps ---------- Spell.crit +6% Res.pen +10% nature ----- def ----- Defense +2 (+1 eff.) Resists +9% nature ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+3 eff.) Mind.save +25 (+5 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 7 Armour, 11 Defense and your attacks will gain 17% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
healing infusion of the warrior (heal 513; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 513 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -1429; dur 7; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1429 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1429 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 917; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 917 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 50%; magical; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 50% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 893 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
blink rune of the psychic (range 9; phase 32; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 15; phase 38; cd 19)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 15 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 15 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 130; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 130 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Sleetblur the stralite amulet0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +12 Mag dps ---------- Phys.crit +2.0% Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +8% acid +8% fire +17% cold +7% lightning Melee Ret 6 physical ----- def ----- Armour +6 Defense +15 (+5 eff.) ---------- misc Max.stam +20.00 Masteries +0.33 Celestial/Guardian Amulets make your neck look great! |
restful voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag dps ---------- S.pwr/crit +6 ----- def ----- Fatigue -9% HP.reg +2.00 ---------- misc Mana/turn +0.52 Max.mana +48.00 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 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. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
voratun ring of warding0.1 T5 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +20% acid +26% fire +24% lightning +26% cold Rings make your fingers look great! |
plaguebringer's voratun dagger of the mystic (39-51 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane Power 39.0 - 50.7 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +17 blight On Hit: 20% Epidemic 5 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 30 While equipped: Stats +4 Mag +9 Wil dps ---------- Spell.pwr +13 (+3 eff.) ----- def ----- Disease- +32% Sharp, short and deadly. |
truestriking voratun greatmaul of ruin (67-100 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Master Power 67.0 - 100.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +42.00% Res.pen +19% physical Acc +26 (+8 eff.) Apr +37 Massive two-handed mauls. |
voratun greatmaul of corruption (68-103 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Arcane Power 68.5 - 102.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 5 Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 50% Mag, 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
acidic voratun greatsword of shearing (62-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 62.5 - 100.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 181 damage over 5 turns and reducing armor and accuracy by 23 While equipped: dps ---------- Res.pen +12% all Acc +31 (+10 eff.) Apr +21 Massive two-handed swords. |
flaming voratun greatsword of ruin (60-95 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 59.5 - 95.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +24 fire While equipped: dps ---------- Phys.crit +20.0% Crit.mult +38.00% Apr +19 Massive two-handed swords. |
chilling voratun longsword of evisceration (40-56 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane/Master Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +27 cold On Crit: * Wound the target dealing 379 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +13 (+2 eff.) Sharp, long, and deadly. |
voratun mace of ruin (45-63 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Master Power 45.0 - 63.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Crit.mult +20.00% Apr +12 Blunt and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 28 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
living mindstar 'Icestun' (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +23 cold +23 arcane On Hit.r1 +23 light On Crit.r2 +8 arcane +23 acid On Hit: * 23% chance to reduce armor by 40% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee Ret 4 cold ----- def ----- Resists +6% arcane +6% cold Mind.save +10 (+2 eff.) ---------- misc Max.psi +50.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+11 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. 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. Uses 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." |
Eclipse (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 160% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+3 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Prismvengeance the yew magestaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Mind.crit +3% Crit.mult +15.00% Spell.pwr +16 (+4 eff.) S.pwr/crit +8 Dmg.mod +20% lightning +12% mind +6% light Res.pen +10% light Melee Ret 6 arcane ----- def ----- Armour +8 Hardiness +7% Phys.save +8 (+2 eff.) ---------- misc Psi/ret +0.12 Talents +1 Command Staff On Spell Hit: 10% Epidemic 4 Conjure elemental energy in a radius 6 cone, dealing 98.96 to 118.75 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
flaming orichalcum trident of torment (52-83 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Arcane/Psionic Power 52.0 - 83.2 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit.r1 +23 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing voratun waraxe of shearing (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 109 damage While equipped: dps ---------- Res.pen +11% all Acc +20 (+6 eff.) Apr +5 One-handed war axes. |
warbringer's voratun waraxe of shearing (42-59 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Master Power 42.0 - 58.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +11 (+2 eff.) Res.pen +13% all +13% physical Acc +25 (+8 eff.) Apr +12 ----- def ----- Disarm- +35% One-handed war axes. |
Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+3 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+3 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
noble's drakeskin leather belt of carrying1.0 T5 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Cun +6 Wil dps ---------- Against +40% Summoned ----- def ----- Fatigue -8% D.Red.from +35% Summoned ---------- misc Max.enc +47 A belt that goes around your waist. |
reinforced drakeskin leather belt of carrying1.0 T5 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +9 Defense +8 (+3 eff.) Fatigue -10% Phys.save +25 (+5 eff.) ---------- misc Max.enc +50 A belt that goes around your waist. |
skylord's drakeskin leather belt of burglary1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +7 Str +11 Dex +6 Wil +11 Cun +10 Lck ----- def ----- Phys.save +18 (+4 eff.) Spell.save +20 (+4 eff.) Mind.save +20 (+4 eff.) Stealth +8 ---------- misc T.Disarm +20 Infravis +5 A belt that goes around your waist. |
mindwoven elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+2 eff.) Dmg.mod +21% acid +19% physical +18% fire +19% cold ----- def ----- Resists +18% acid +18% physical +20% fire +16% cold +15% all Mind.save +29 (+6 eff.) ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of voratun boots of invasion (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+1 eff.) Res.pen +12% physical Apr +10 ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Rherastir' (0 def, 18 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +4 Mag +4 Wil +10 Con dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +24% physical ----- def ----- Armour +18 Resists +15% acid +12% fire +15% lightning +15% cold Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.12 Mana/s.crit +2.24 Size +1 Blink to a nearby random location (rad 13) Puts all charms on 25 cooldown A pair of boots made of leather. |
stealthy pair of drakeskin leather boots of speed (0 def, 5 armour)2.0 T5 feet armor [Ego] Arcane/Master While equipped: Stats +13 Lck +5 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +5 Stealth +14 A pair of boots made of leather. |
stealthy pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: Stats +12 Lck +7 Dex ----- def ----- Armour +5 Stealth +10 ---------- misc Stam/turn +1.30 Max.stam +40.00 A pair of boots made of leather. |
undeterred pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +5 Silence- +44% Confus- +36% Stun/Frz- +37% A pair of boots made of leather. |
wanderer's pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Cun +5 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +25 (+5 eff.) Mind.save +25 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
defender's drakeskin leather cap (7 def, 11 armour)2.0 T5 head armor [Ego+] Master While equipped: ----- def ----- Armour +11 Defense +7 (+3 eff.) Fatigue +5% Resists +6% all Phys.save +12 (+3 eff.) A cap made of leather. |
grounding voratun helm of the bounder (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +8 Str +8 Dex ----- def ----- Armour +5 Fatigue +5% Resists +13% lightning +12% temporal Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1163.1 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing drakeskin leather cap of constitution (+9) (0 def, 5 armour)2.0 T5 head armor [Ego] Master While equipped: Stats +9 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +24 (+5 eff.) A cap made of leather. |
impenetrable voratun mail armour of delving (5 def, 26 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +26 Defense +5 (+2 eff.) Fatigue +12% Resists +17% darkness +13% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
searing voratun mail armour of implacability (5 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 16 acid 20 fire Melee Ret 14 acid 14 fire ----- def ----- Armour +18 Defense +5 (+2 eff.) Fatigue +3% Resists +23% acid +25% fire Phys.save +12 (+3 eff.) A suit of armour made of mail. |
drakeskin leather armour of Toknor (20 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +17.00% Phys.pwr +8 (+1 eff.) ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
drakeskin leather armour of the hero (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +8 Str +7 Dex +8 Mag +8 Wil +5 Cun ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Max.HP +60.00 A suit of armour made of leather. |
drakeskin leather armour of the wind (33 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +7.0% Apr +17 ----- def ----- Armour +8 Defense +33 (+11 eff.) Fatigue +8% ---------- misc Stam/turn +1.20 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 271 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
searing drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 16 acid 21 fire Melee Ret 14 acid 13 fire ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +24% acid +30% fire A suit of armour made of leather. |
Tarrasca (0 def, 50 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+9 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. This item has been sent to the Item's Vault. |
hardened voratun plate armour of the dragon (0 def, 25 armour)17.0 T5 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: ----- def ----- Armour +25 Fatigue +22% Resists +22% acid +24% physical +21% cold +20% lightning +24% fire Disarm- +40% Stun/Frz- +31% Knockbk- +34% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
impenetrable voratun plate armour of the deep (0 def, 34 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +34 Fatigue +22% Resists +8% acid +12% cold ---------- misc Breathe water A suit of armour made of metal plates. |
prismatic voratun plate armour of cold resistance (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +30% cold +19% light +14% darkness A suit of armour made of metal plates. |
acidic voratun shield of cold resistance (+25%) (0 def, 10 armour, 72-87 power, 192.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 72.5 - 87.0 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +192 On Hit: * 10% chance to reduce armor by 40% While equipped: dps ---------- Melee+ 8 acid Melee Ret 14 acid ----- def ----- Armour +10 Fatigue +8% Resists +25% cold ---------- misc Talents +1 Block Handheld deflection devices. |
43 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 91.31 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
23 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Malelathachak the Glintgasher1.0 T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +4 Dex +7 Wil +4 Cun dps ---------- Phys.crit +6.0% Crit.mult +17.00% Phys.pwr +9 (+1 eff.) Dmg.mod +3% light Melee Ret 10 light 30 fire ----- def ----- Resists +3% light +10% fire ---------- misc Light +9 Infravis +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
scorching dwarven lantern of the sun1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 28 fire ----- def ----- Resists +11% darkness +10% fire Affinity +5% light ---------- misc Light +7 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 274.06 light damage. At talent level 3 you gain 32% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 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." |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +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. |
14 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
25 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 749.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
dragonbone wand of lightning storm 'Branihad' [power 464] (15 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +2 Dex dps ---------- Phys.pwr +10 (+1 eff.) Acc +25 (+8 eff.) Apr +1 ----- def ----- Armour +4 Resists +6% arcane ---------- misc Max.stam +35.50 Create a radius 3 storm for 5 turns. Each turn, creatures within take 106 lightning damage and will be dazed for 1 turn (533 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 30% for 2 turns. 100% to reduce fatigue by 59% for 2 turns. 100% to increase all damage penetration by 30% for 2 turns. 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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 Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
17 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
22 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Sol'gladius the Ogre Sun Paladin level 32
36th Regrowth 124th year of Ascendancy at 21:06 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sol'gladius the Ogre Sun Paladin level 46
26th Regrowth 125th year of Ascendancy at 00:09 see stats
Against all odds
Killed Ukruk in the ambush.By Sol'gladius the Ogre Sun Paladin level 32
32nd Regrowth 124th year of Ascendancy at 15:23 see stats
Arachnophobia
Destroyed the spydric menace.By Sol'gladius the Ogre Sun Paladin level 37
35th Pyre 124th year of Ascendancy at 05:30 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 Sol'gladius the Ogre Sun Paladin level 37
41st Pyre 124th year of Ascendancy at 03:22 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Sol'gladius the Ogre Sun Paladin level 44
14th Regrowth 125th year of Ascendancy at 09:23 see stats
Brave new world
Went to the Far East and took part in the war.By Sol'gladius the Ogre Sun Paladin level 36
31st Pyre 124th year of Ascendancy at 13:09 see stats
Bringer of Doom
Killed a Bringer of Doom.By Sol'gladius the Ogre Sun Paladin level 19
46th Regrowth 123rd year of Ascendancy at 06:21 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Sol'gladius the Ogre Sun Paladin level 24
77th Pyre 123rd year of Ascendancy at 01:19 see stats
Clone War
Destroyed your own Shade.By Sol'gladius the Ogre Sun Paladin level 50
66th Pyre 125th year of Ascendancy at 23:43 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Sol'gladius the Ogre Sun Paladin level 23
22nd Pyre 123rd year of Ascendancy at 05:55 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Sol'gladius the Ogre Sun Paladin level 35
3rd Pyre 124th year of Ascendancy at 12:56 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Sol'gladius the Ogre Sun Paladin level 41
6th Dusk 124th year of Ascendancy at 14:14 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Sol'gladius the Ogre Sun Paladin level 41
10th Dusk 124th year of Ascendancy at 02:32 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Sol'gladius the Ogre Sun Paladin level 50
8th Mirth 125th year of Ascendancy at 07:22 see stats
Exterminator
Killed 1000 creatures.By Sol'gladius the Ogre Sun Paladin level 17
30th Haze 122nd year of Ascendancy at 23:08 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sol'gladius the Ogre Sun Paladin level 25
14th Dusk 123rd year of Ascendancy at 19:46 see stats
Fear me not!
Survived the Fearscape!By Sol'gladius the Ogre Sun Paladin level 22
67th Regrowth 123rd year of Ascendancy at 02:44 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Sol'gladius the Ogre Sun Paladin level 50
37th Pyre 125th year of Ascendancy at 13:21 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Sol'gladius the Ogre Sun Paladin level 50
50th Pyre 125th year of Ascendancy at 22:42 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sol'gladius the Ogre Sun Paladin level 18
64th Haze 122nd year of Ascendancy at 17:44 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 Sol'gladius the Ogre Sun Paladin level 39
41st Pyre 124th year of Ascendancy at 13:41 see stats
Level 10
Got a character to level 10.By Sol'gladius the Ogre Sun Paladin level 10
5th Flare 122nd year of Ascendancy at 23:20 see stats
Level 20
Got a character to level 20.By Sol'gladius the Ogre Sun Paladin level 20
46th Regrowth 123rd year of Ascendancy at 23:47 see stats
Level 30
Got a character to level 30.By Sol'gladius the Ogre Sun Paladin level 30
25th Regrowth 124th year of Ascendancy at 13:32 see stats
Level 40
Got a character to level 40.By Sol'gladius the Ogre Sun Paladin level 40
68th Pyre 124th year of Ascendancy at 22:04 see stats
Level 50
Got a character to level 50.By Sol'gladius the Ogre Sun Paladin level 50
57th Regrowth 125th year of Ascendancy at 08:03 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Sol'gladius the Ogre Sun Paladin level 29
21st Regrowth 124th year of Ascendancy at 13:54 see stats
Orcrist
Killed the leaders of the Orc Pride.By Sol'gladius the Ogre Sun Paladin level 50
22nd Pyre 125th year of Ascendancy at 00:01 see stats
Overpowered!
Did over 6000 damage in one attack.By Sol'gladius the Ogre Sun Paladin level 50
78th Pyre 125th year of Ascendancy at 20:11 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Sol'gladius the Ogre Sun Paladin level 46
38th Regrowth 125th year of Ascendancy at 09:20 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Sol'gladius the Ogre Sun Paladin level 19
9th Decay 122nd year of Ascendancy at 09:14 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Sol'gladius the Ogre Sun Paladin level 26
25th Dusk 123rd year of Ascendancy at 09:57 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Sol'gladius the Ogre Sun Paladin level 28
33rd Haze 123rd year of Ascendancy at 21:05 see stats
Size is everything
Did over 1500 damage in one attack.By Sol'gladius the Ogre Sun Paladin level 22
67th Regrowth 123rd year of Ascendancy at 02:44 see stats
Size matters
Did over 600 damage in one attack.By Sol'gladius the Ogre Sun Paladin level 20
47th Regrowth 123rd year of Ascendancy at 20:17 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Sol'gladius the Ogre Sun Paladin level 35
4th Pyre 124th year of Ascendancy at 01:49 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Sol'gladius the Ogre Sun Paladin level 50
8th Mirth 125th year of Ascendancy at 07:22 see stats
That was close
Killed your target while having only 1 life left.By Sol'gladius the Ogre Sun Paladin level 21
49th Regrowth 123rd year of Ascendancy at 16:14 see stats
The Arena
Unlocked Arena mode.By Sol'gladius the Ogre Sun Paladin level 10
1st Dusk 122nd year of Ascendancy at 00:27 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Sol'gladius the Ogre Sun Paladin level 50
22nd Pyre 125th year of Ascendancy at 01:43 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sol'gladius the Ogre Sun Paladin level 19
1st Regrowth 123rd year of Ascendancy at 19:45 see stats
The bigger the better!
Did over 3000 damage in one attack.By Sol'gladius the Ogre Sun Paladin level 22
67th Regrowth 123rd year of Ascendancy at 02:44 see stats
The secret city
Discovered the truth about mages.By Sol'gladius the Ogre Sun Paladin level 15
32nd Dusk 122nd year of Ascendancy at 03:50 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Sol'gladius the Ogre Sun Paladin level 40
3rd Summertide 124th year of Ascendancy at 01:28 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Sol'gladius the Ogre Sun Paladin level 19
1st Regrowth 123rd year of Ascendancy at 05:51 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Sol'gladius the Ogre Sun Paladin level 25
11st Dusk 123rd year of Ascendancy at 14:47 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sol'gladius the Ogre Sun Paladin level 18
64th Haze 122nd year of Ascendancy at 18:35 see stats
Unstoppable
Returned from the dead.By Sol'gladius the Ogre Sun Paladin level 50
8th Mirth 125th year of Ascendancy at 04:47 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Sol'gladius the Ogre Sun Paladin level 31
31st Regrowth 124th year of Ascendancy at 22:49 see stats
Log
Ran for 9 turns (stop reason: interesting terrain).
Resting starts...
Sol'gladius is firmly planted in reality.
Rested for 23 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.85 gold pieces.
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Sol'gladius picks up ( .): fire opal.
Ran for 7 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 12 turns (stop reason: interesting terrain).
Sol'gladius activates Retribution.
Saving game...
Saving done.
































































































































