











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Corruptor |
| Level / Exp | 50 / 3090% |
| Size | medium |
| Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 39th Haze 124th year of Ascendancy at 02:22 / 2Killed by Atamathon the Giant Golem at level 50 on the 39th Haze 124th year of Ascendancy at 02:25 |
Primary Stats
| Strength | 34 (base 16) |
| Dexterity | 39 (base 24) |
| Constitution | 102 (base 61) |
| Magic | 104 (base 60) |
| Willpower | 36 (base 15) |
| Cunning | 93 (base 60) |
Resources
| Life | -1039/2116 |
| Mana | 624/624 |
| Steam | 100/100 |
| Vim | 442/454 |
| Healing Factor | 1.5073484249332 |
| Regeneration | 0.3768371062333 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +17% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 14 |
| Infravision | 3 |
| See Stealth | 19 |
| See Invisible | 29 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 39 |
| Crit Chance | 56% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 39 |
| Crit Chance | 69% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 99 |
| Crit Chance | 90% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +74% |
| Blight | +187% |
| Arcane | +59% |
| Mind | +46% |
| All | +34% |
| Darkness | +49% |
| Light | +60% |
| Temporal | +49% |
| Fire | +59% |
| Nature | +59% |
Offense: Damage Penetration
| Blight | +51% |
| Lightning | +36% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 67.999903147421 (68.304188961773%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 65 |
| Mental Save | 53 |
Defense: Resistances
| Nature | + 51%( 70%) |
| Lightning | + 54%( 70%) |
| Cold | + 41%( 70%) |
| Darkness | + 41%( 70%) |
| Blight | + 52%( 70%) |
| Arcane | + 65%( 70%) |
| Fire | + 38%( 70%) |
| All | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 34% |
| Teleport Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 93% |
| Bleed Resistance | 0% |
| Pinning Resistance | 45% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 620 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 103 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 Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 70 up to 6 times. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Hexes | 1.50 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
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 contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Xyrima the stone troll. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Xeromidanor the master vampire. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by Emurianne the fox. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Magic 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1016. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 256 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 1/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | Cuthurand Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 50% Damage when hit (Melee): 10 blight Changes damage: +24% blight / +12% mind / +20% light Blindness immunity: +35% Confusion immunity: +13% Light radius: +14 See stealth: +19 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Scorchblast (32 def, 22 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +22 Defense: +32 (+8 eff.) Fatigue: +5% Damage when hit (Melee): 4 lightning Changes stats: +7 Con Changes resistances: +6% fire Changes resistances penetration: +10% fire Silence immunity: +50% Confusion immunity: +21% Pinning immunity: +20% Only die when reaching: -84.29 life Maximum life: +60.00 A cap made of leather. |
| On hands | Lisywe (0 def, 7 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +17.0% Armour: +7 Fatigue: +5% Changes stats: +3 Wil Talent granted: +5 Iron Grip Critical mult.: +12.00% Mental save: +10 (+3 eff.) Disarm immunity: +100% Mana each turn: +0.37 Vim when firing critical spell: +2.00 Maximum life: +54.00 Spellpower: +31 (+5 eff.) Spell crit. chance: +28% Mental crit. chance: +8% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Mayimina the elven-wood totem of stinging [power 428] (36/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Wil Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Teleport immunity: +20% Only die when reaching: -80.00 life Maximum life: +60.00 Maximum hate: +10.00 It can be used to sting an enemy dealing 681 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | HaridirCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +13 (+4 eff.) Defense: +17 (+4 eff.) Changes stats: +5 Cun Changes damage: +7% all Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +17 (+3 eff.) Spell crit. chance: +2% Mindpower: +17 (+6 eff.) Movement speed: +17% Damage Shield penetration: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
| On fingers | Zubyba the BoltbringerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes resistances penetration: +26% blight / +26% lightning Changes damage: +32% blight Spell save: +18 (+4 eff.) Mana when firing critical spell: +2.11 Spellpower on spell critical (stacks up to 3 times): +11 Spellpower: +13 (+2 eff.) Mindpower: +13 (+5 eff.) Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +60% Amulets make your neck look great! |
| In main hand | Layelranne the Stormmight (136% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +6.0% Physical power: +8 (+3 eff.) Damage (Melee): 30 fire Changes resistances penetration: +10% lightning Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +31.00% Knockback immunity: +10% Vim when firing critical spell: +5.00 Maximum vim: +40.00 Spellpower: +43 (+7 eff.) Spell crit. chance: +17% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Salynn |
| In off hand | Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 3.5 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 47.16 acid and 77.69 blight damage. If not cleared after five turns it will inflict 441.09 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
| Cloak | cashmere cloak 'Aeroreba' (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +2 (+0 eff.) Changes stats: +4 Str / +7 Mag / +4 Con Changes resistances: +30% lightning Changes damage: +15% temporal Physical save: +8 (+3 eff.) Stun/Freeze immunity: +50% Mana each turn: +0.24 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +61.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Flashbearer the elven-silk robe (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +10 Changes stats: +2 Str / +3 Dex / +4 Mag / +6 Wil / +3 Cun Changes resistances: +27% blight / +15% all Changes damage: +27% blight / +6% light / +20% all Reduces incoming crit damage: 35.00% Silence immunity: +43% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +33 (+6 eff.) See invisible: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the sneak (speed 835%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 835% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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 nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to 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 152; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 152 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 21; blocks 4; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 4 times. 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 spell talent. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic SentryRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (199). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
voratun amulet 'Toryleg'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Physical power: +9 (+3 eff.) Defense: +31 (+7 eff.) Changes stats: +3 Dex / +12 Con Changes resistances: +22% lightning Changes damage: +10% physical Stun/Freeze immunity: +44% Combat speed: +10% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
Ivorevena the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 39 Damage (Melee): 34 light Damage (Ranged): 34 light Changes stats: +5 Wil / +8 Mag Changes resistances: +12% blight Changes resistances penetration: +25% physical Changes damage: +15% blight / +18% light / +12% arcane Mana when firing critical spell: +2.11 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +60.00 Rings make your fingers look great! |
PorydaveaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +6 Changes stats: +2 Dex Changes resistances: +6% lightning Cut immunity: +20% Disarm immunity: +20% Stun/Freeze immunity: +43% Teleport immunity: +20% Life regen: +6.00 Maximum life: +80.00 Rings make your fingers look great! |
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 (+3 eff.) Spell save: +10 (+2 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. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +2 Str / +7 Dex / +6 Wil / +17 Cun / +4 Con Changes resistances: +15% blight / +3% physical / +7% nature Poison immunity: +30% Disease immunity: +23% Maximum stamina: +20.00 Mindpower: +11 (+4 eff.) See invisible: +3 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +8 Str / +8 Con Life regen: +13.00 Maximum life: +76.00 Healing mod.: +16% Rings make your fingers look great! |
gold ring 'Ematira'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +15% physical Changes damage: +15% physical Physical save: +6 (+2 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Maximum life: +100.00 Rings make your fingers look great! |
Ebonypain the stralite dagger (136% power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 25% Damage (radius 2) on crit: +28 lightning / +29 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +7 Str / +7 Dex / +8 Mag / +16 Wil / +8 Cun / +23 Con Changes resistances: +9% darkness Changes resistances penetration: +10% lightning / +17% cold / +5% arcane Changes damage: +6% darkness Maximum life: +55.00 Movement speed: +32% Sharp, short and deadly. |
dwarven-steel greatsword 'Polynn' (162% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 162% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 58% * 20% chance to reduce all saves and defense by 31 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +21 Str / +16 Dex / +14 Mag / +19 Wil / +18 Cun / +16 Con Changes resistances: +3% nature Changes resistances penetration: +10% mind Massive two-handed swords. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) 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 (+8 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 Activation costs 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." |
blighted dragonbone vilestaff of invocation (136% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% blight Talent granted: +1 Command Staff Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +9 Maximum vim: +22.00 Spellpower: +27 (+5 eff.) Spell crit. chance: +12% It can be used to conjure elemental energy in a radius 10 cone, dealing 54.48 to 65.38 blight damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Skeletal Claw (167% power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+3 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 307.46 physical damage, and inflicting bleeding for another 153.73 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.5 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 31% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Turuldil (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +17% blight / +15% mind / +19% nature Physical save: +21 (+6 eff.) Mental save: +14 (+5 eff.) Life regen: +9.00 Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +1.00 Only die when reaching: -50.00 life Maximum life: +88.00 Maximum psi: +20.00 Mental crit. chance: +1% Healing mod.: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Galen's Flowing Robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+6 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Earthbreaker (15 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+3 eff.) Fatigue: -2% Changes resistances: +3% nature Maximum encumbrance: +24 Physical save: +6 (+2 eff.) Stun/Freeze immunity: +10% Knockback immunity: +20% Life regen: +4.00 Healing mod.: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Harydrathel the Nimbusstar (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 acid / 6 fire Changes stats: +6 Mag / +10 Wil / +5 Cun Changes resistances: +9% acid / +11% fire / +12% lightning / +12% cold Changes damage: +15% lightning / +9% fire Physical save: +15 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +14 (+5 eff.) Mana each turn: +0.25 Maximum mana: +59.00 Spell crit. chance: +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 dwarven-steel boots 'Cheromigen' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +3 Str / +4 Wil / +7 Con Changes resistances penetration: +5% blight / +6% physical / +15% arcane Changes damage: +6% blight Stamina each turn: +0.40 Maximum life: +33.00 Mindpower: +5 (+2 eff.) Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chorak the dwarven-steel gauntlets (30 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +30 (+7 eff.) Fatigue: +3% Damage (Melee): 8 temporal Damage (Ranged): 11 temporal Changes resistances: +5% arcane / +10% temporal Changes damage: +6% temporal Blindness immunity: +20% Silence immunity: +20% Teleport immunity: +20% Only die when reaching: -80.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tulilen the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 13 blight Changes resistances: +9% blight / +7% physical / +9% nature / +9% light Changes damage: +9% blight Spell save: +9 (+2 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +21% Poison immunity: +21% Silence immunity: +21% Maximum life: +100.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arthukath (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Fatigue: +4% Changes resistances: +5% arcane Spell save: +15 (+4 eff.) Life regen: +4.00 Maximum life: +100.00 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Decayed Visage (0 def, 3 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Wil / +7 Mag Changes resistances: +3% darkness Changes resistances penetration: +10% blight Changes damage: +6% blight / +11% arcane Maximum vim: +25.00 Spell crit. chance: +3% Light radius: +2 Infravision radius: +2 It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 4.5 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 7 turns, in a radius of 10. The evil touch will reduce their blight resistance by 33% and all saves by 55, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Shimmerwake (30 def, 14 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +14 Defense: +30 (+7 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +4 Wil Changes resistances: +6% lightning / +4% physical Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life Mindpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Chamurain' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +4 Dex Changes resistances: +6% lightning / +15% mind / +6% nature Poison immunity: +20% Cut immunity: +20% Only die when reaching: -60.00 life Maximum life: +100.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Blizzardshine' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 acid Changes stats: +21 Mag / +6 Wil / +6 Con Changes resistances: +12% acid / +9% cold Changes resistances penetration: +20% acid Changes damage: +17% arcane / +9% cold Spell save: +13 (+3 eff.) Spellpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 4.5 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 59.11 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 31 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 8.5 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 853.02 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
48 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Delinik the Tundraobeisance (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +2 Str / +2 Wil Changes resistances penetration: +10% cold Mental save: +9 (+3 eff.) Maximum life: +26.00 Maximum stamina: +21.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 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. |
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 Activation costs 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 Activation costs 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 Activation costs 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 Activation costs 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Activation costs 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. |
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) Activation costs 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. |
soothing voratun torque of psionic shield [power 159] (36/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 159 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 94. Torques are made by powerful psionics to store psionic powers. |
Elille the elven-wood totem of healing [power 386] (36/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 39 Damage when hit (Melee): 2 blight Changes resistances: +3% temporal Changes resistances penetration: +15% blight Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Reduce fatigue by 33% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Silebrenne the Growrace [power 320] (36/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +12% temporal Changes resistances penetration: +20% nature Cut immunity: +20% Disarm immunity: +20% Only die when reaching: -80.00 life Maximum life: +40.00 It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending elm wand of clairvoyance [power 9] (36/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 85 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. 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 Activation costs 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. |
4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By My name is lesion the Higher Corruptor level 39
79th Dusk 123rd year of Ascendancy at 23:59 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By My name is lesion the Higher Corruptor level 33
79th Pyre 123rd year of Ascendancy at 19:33 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By My name is lesion the Higher Corruptor level 39
78th Dusk 123rd year of Ascendancy at 06:07 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By My name is lesion the Higher Corruptor level 28
70th Regrowth 123rd year of Ascendancy at 17:50 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By My name is lesion the Higher Corruptor level 44
13rd Haze 123rd year of Ascendancy at 05:38 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By My name is lesion the Higher Corruptor level 45
18th Haze 123rd year of Ascendancy at 21:45 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By My name is lesion the Higher Corruptor level 50
10th Decay 123rd year of Ascendancy at 19:58 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By My name is lesion the Higher Corruptor level 42
9th Haze 123rd year of Ascendancy at 15:49 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By My name is lesion the Higher Corruptor level 34
3rd Summertide 123rd year of Ascendancy at 02:56 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By My name is lesion the Higher Corruptor level 10
9th Dusk 122nd year of Ascendancy at 12:57 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By My name is lesion the Higher Corruptor level 42
5th Haze 123rd year of Ascendancy at 16:20 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By My name is lesion the Higher Corruptor level 35
33rd Dusk 123rd year of Ascendancy at 02:40 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By My name is lesion the Higher Corruptor level 50
63rd Dusk 124th year of Ascendancy at 10:26 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By My name is lesion the Higher Corruptor level 23
1st Regrowth 123rd year of Ascendancy at 13:12 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By My name is lesion the Higher Corruptor level 31
10th Pyre 123rd year of Ascendancy at 01:39 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By My name is lesion the Higher Corruptor level 36
62nd Dusk 123rd year of Ascendancy at 21:06 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By My name is lesion the Higher Corruptor level 50
62nd Pyre 124th year of Ascendancy at 20:39 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By My name is lesion the Higher Corruptor level 50
3rd Pyre 124th year of Ascendancy at 05:46 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By My name is lesion the Higher Corruptor level 33
79th Pyre 123rd year of Ascendancy at 19:06 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By My name is lesion the Higher Corruptor level 46
19th Haze 123rd year of Ascendancy at 06:49 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By My name is lesion the Higher Corruptor level 10
6th Mirth 122nd year of Ascendancy at 00:02 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By My name is lesion the Higher Corruptor level 20
68th Haze 122nd year of Ascendancy at 02:24 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By My name is lesion the Higher Corruptor level 30
3rd Pyre 123rd year of Ascendancy at 05:33 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By My name is lesion the Higher Corruptor level 40
2nd Haze 123rd year of Ascendancy at 19:03 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By My name is lesion the Higher Corruptor level 50
70th Haze 123rd year of Ascendancy at 21:29 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By My name is lesion the Higher Corruptor level 50
60th Pyre 124th year of Ascendancy at 10:24 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By My name is lesion the Higher Corruptor level 50
46th Pyre 124th year of Ascendancy at 09:48 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By My name is lesion the Higher Corruptor level 18
60th Dusk 122nd year of Ascendancy at 00:57 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By My name is lesion the Higher Corruptor level 50
35th Regrowth 124th year of Ascendancy at 04:05 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By My name is lesion the Higher Corruptor level 38
77th Dusk 123rd year of Ascendancy at 08:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By My name is lesion the Higher Corruptor level 24
33rd Regrowth 123rd year of Ascendancy at 20:52 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By My name is lesion the Higher Corruptor level 42
5th Haze 123rd year of Ascendancy at 19:09 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By My name is lesion the Higher Corruptor level 50
63rd Dusk 124th year of Ascendancy at 10:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By My name is lesion the Higher Corruptor level 7
1st Mirth 122nd year of Ascendancy at 19:10 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By My name is lesion the Higher Corruptor level 33
79th Pyre 123rd year of Ascendancy at 19:33 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By My name is lesion the Higher Corruptor level 50
63rd Dusk 124th year of Ascendancy at 10:26 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By My name is lesion the Higher Corruptor level 50
12nd Regrowth 124th year of Ascendancy at 01:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By My name is lesion the Higher Corruptor level 7
79th Pyre 122nd year of Ascendancy at 16:37 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By My name is lesion the Higher Corruptor level 47
41st Haze 123rd year of Ascendancy at 19:31 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By My name is lesion the Higher Corruptor level 24
4th Regrowth 123rd year of Ascendancy at 01:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By My name is lesion the Higher Corruptor level 16
40th Dusk 122nd year of Ascendancy at 00:58 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By My name is lesion the Higher Corruptor level 50
39th Haze 124th year of Ascendancy at 02:22 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By My name is lesion the Higher Corruptor level 39
77th Dusk 123rd year of Ascendancy at 19:19 see stats
Log
Saving game...
Saving done.
My name is lesion casts Dark Portal.
My name is lesion is out of phase.
My name is lesion's spell attains critical power!
My name is lesion is surging arcane power.
My name is lesion's spell attains critical power!
Atamathon the Giant Golem reflects damage back to My name is lesion!
Atamathon the Giant Golem hits My name is lesion for 98 physical damage.
Bone Spike hits Atamathon the Giant Golem for 149 physical damage.
Atamathon the Giant Golem is no longer cursed.
Atamathon the Giant Golem reflects damage back to My name is lesion!
Atamathon the Giant Golem hits My name is lesion for 954 blight damage.
Epidemic from My name is lesion hits Atamathon the Giant Golem for 1063 blight damage.
Atamathon the Giant Golem rushes out!
Atamathon the Giant Golem performs a melee critical strike against My name is lesion!
LIFE LOST WARNING!
Atamathon the Giant Golem reflects damage back to My name is lesion!
Atamathon the Giant Golem hits My name is lesion for 375 arcane, 30 lightning, 43 fire, 4 lightning, 25 blight (476 total damage).
Melee retaliation hits Atamathon the Giant Golem for 4 lightning, 28 blight (32 total damage).
My name is lesion is ENVELOPED in a deep purple aura from his Aetherwalk!
My name is lesion's spell attains critical power!
Talent Virulent Disease is ready to use.
Atamathon the Giant Golem reflects damage back to My name is lesion!
Atamathon the Giant Golem hits My name is lesion for 772 blight damage.
Epidemic from My name is lesion hits Atamathon the Giant Golem for 860 blight damage.
Atamathon the Giant Golem casts Eye Beam.
Atamathon the Giant Golem hits My name is lesion for 857 cold damage.
My name is lesion the level 50 higher corruptor was iced to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.

































































































































