











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/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 | Normal Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Berserker |
| Level / Exp | 50 / 1008% |
| Size | huge |
| Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 24th Dusk 124th year of Ascendancy at 14:52 / 1 |
Primary Stats
| Strength | 152 (base 63) |
| Dexterity | 92 (base 60) |
| Constitution | 55 (base 35) |
| Magic | 36 (base 10) |
| Willpower | 53 (base 12) |
| Cunning | 89 (base 60) |
Resources
| Life | -453/1744 |
| Stamina | 295/374 |
| Healing Factor | 1.6749358927268 |
| Regeneration | 34.616816245532 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 42.840619376272 |
| See Invisible | 42.840619376272 |
Offense: Mainhand
| Damage | 299 |
| Accuracy | 84 |
| Crit Chance | 76% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 49 |
| Accuracy | 84 |
| Crit Chance | 83% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +14% |
| Physical | +83% |
| Mind | +14% |
| All | +11% |
| Lightning | +41% |
| Light | +23% |
| Darkness | +51% |
| Fire | +23% |
| Nature | +29% |
Offense: Damage Penetration
| Acid | +40% |
| Arcane | +35% |
| Cold | +30% |
| All | +25% |
| Darkness | +39% |
| Light | +45% |
| Physical | +106% |
| Mind | +30% |
| Nature | +40% |
Defense: Base
| Armour (hardiness) | 52.08934837382 (81.151787968034%) |
| Defense | 78 |
| Ranged Defense | 78 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 52 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 46%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 58%( 70%) |
| All | + 27%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 48%( 70%) |
| Physical | + 49%( 70%) |
| Lightning | + 66%( 70%) |
| Fire | + 61%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Pinning Resistance | 39% |
| Disarm Resistance | 69% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 81% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 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 109 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 846% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 435 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 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
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | 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 Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 |
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: 1453. | 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 Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You 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 your homeland 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 | Zanurak the Brandblack (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +6 Wil / +5 Con Changes resistances: +34% fire / +3% nature / +11% cold Changes resistances penetration: +10% physical Changes damage: +12% fire Life regen: +9.00 Mindpower: +8 (+2 eff.) Healing mod.: +18% It can be used to activate talent Blindside, placing all other charms into a 19 cooldown : Effective talent level: 3.0 Power cost: 19 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 40 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | dwarven lantern 'Brightvile'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+3 eff.) Damage when hit (Melee): 4 light Changes stats: +4 Str / +7 Con Changes damage: +15% lightning / +12% light Reduces incoming crit damage: 15.00% Physical save: +19 (+6 eff.) Spell save: +20 (+7 eff.) Mental save: +18 (+6 eff.) Light radius: +5 Infravision radius: +2 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | cashmere wizard hat 'Curebiter' (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 nature Changes resistances: +22% lightning / +12% physical / +31% darkness / +9% cold Changes resistances penetration: +15% nature Changes damage: +15% lightning / +13% physical / +24% darkness / +18% nature Maximum hate: +8.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
| On hands | Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Earthquake (costing 23 power out of 30/30) : Effective talent level: 4.8 Power cost: 23 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 82.48 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. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Tool | Rimeslice the voratun torque of mindblast [power 385] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +6 Changes resistances: +6% lightning / +9% nature Changes resistances penetration: +5% cold Only die when reaching: -20.00 life Maximum life: +20.00 It can be used to blast the opponent's mind dealing 439 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage by 14% for 2 turns. * Heal for 84. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite bloodstone ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 36 Damage (Melee): 26 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 36 Damage (Ranged): 20 physical Changes stats: +6 Cun Stun/Freeze immunity: +60% Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | Salata the GlowsnakeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +4 Dex Changes resistances penetration: +20% light / +15% physical Changes damage: +12% physical Disarm immunity: +40% Pinning immunity: +39% Knockback immunity: +50% Maximum life: +48.00 Maximum stamina: +20.00 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: Armour: +5 Defense: +10 (+2 eff.) Changes resistances: +5% all Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +60% Amulets make your neck look great! |
| In main hand | Delekath the voratun greatmaul (89-134 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 89.0 - 133.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 329 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +17 Physical crit. chance: +9.0% Physical power: +16 (+3 eff.) Changes stats: +2 Wil Changes resistances penetration: +5% mind / +12% physical Changes damage: +3% mind Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +25 (+6 eff.) Mental crit. chance: +1% Massive two-handed mauls. |
| Around waist | Snowlord the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Changes stats: +6 Dex / +5 Cun / +3 Con Changes resistances: +9% cold / +11% light / +13% darkness Changes resistances penetration: +20% physical Changes damage: +25% physical Mental crit. chance: +11% Light radius: +3 Infravision radius: +2 A belt that goes around your waist. |
| In off hand | truestriking voratun dagger of rage (38-49 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +29 (+6 eff.) Armour penetration: +14 Changes stats: +8 Str Changes resistances penetration: +9% physical Changes damage: +10% physical Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Malydratir' (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 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes resistances: +20% blight / +16% nature / +22% darkness / +5% arcane Changes resistances penetration: +15% acid / +14% darkness / +10% arcane Changes damage: +16% darkness Stealth bonus: +22 Life regen: +8.00 Maximum life: +54.00 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Kakhad (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +19 (+4 eff.) Armour: +13 Fatigue: +22% Changes stats: +7 Str / +2 Dex / +7 Mag / +15 Wil Changes resistances: +26% lightning / +8% physical / +18% light / +18% darkness / +6% blight / +13% fire / +13% cold / +13% acid Changes damage: +3% blight Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 15.00% Disarm immunity: +29% Stun/Freeze immunity: +35% Knockback immunity: +31% Spellpower: +21 (+7 eff.) Spell crit. chance: +9% Mindpower: +19 (+5 eff.) Mental crit. chance: +8% A suit of armour made of metal plates. |
Inventory
wild infusion of the psychic (res 29%; magical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 warrior (absorb 249; cd 12)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: 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 249 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 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. |
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! |
wanderer's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +3 Cun / +5 Con Life regen: +2.00 Stamina each turn: +1.00 Movement 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 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+13 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
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 (+4 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. |
Vargh RedemptionRequires: - Level 15 Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.68 cold and 27.50 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 46 power out of 60/60. This azure ring seems to be always moist to the touch. This item has been sent to the Item's Vault. |
voratun ring 'Bethalaith'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +6% temporal / +6% mind / +9% cold / +5% arcane / +6% nature Spell save: +18 (+6 eff.) Mental save: +15 (+5 eff.) Cut immunity: +20% Confusion immunity: +50% Pinning immunity: +20% Healing mod.: +20% Rings make your fingers look great! |
voratun ring 'Bethara'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +15% mind Spell save: +12 (+4 eff.) Silence immunity: +20% Knockback immunity: +20% Life regen: +19.00 Only die when reaching: -40.00 life Maximum life: +95.00 Healing mod.: +20% Rings make your fingers look great! |
elemental dwarven-steel battleaxe of enduring (32-47 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 73 acid damage (1/turn) When wielded/worn: Changes stats: +10 Con / +14 Wil Changes resistances penetration: +16% acid Changes damage: +7% acid Maximum life: +52.00 Massive two-handed battleaxes. |
Kinetic Spike (38-49 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+3 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 8 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 30% Cun, 35% Str, 35% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Striketrencher the stralite dagger (28-36 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 4). On weapon crit: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 Damage (Melee): +16 lightning Damage (radius 1) on hit: +8 lightning / +4 mind When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +13 Changes resistances penetration: +5% lightning / +12% all Changes damage: +3% lightning / +6% mind Sharp, short and deadly. |
enhanced dwarven-steel dagger of rage (17-22 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +9 Str / +5 Dex / +3 Mag / +5 Wil / +7 Cun / +5 Con Changes damage: +7% physical Sharp, short and deadly. |
flaming voratun dagger of shearing (40-51 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 1) on hit: +13 fire When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +9 Changes resistances penetration: +15% all Sharp, short and deadly. |
quick voratun dagger of amnesia (38-50 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, short and deadly. |
enhanced voratun greatmaul of shearing (64-95 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +12 Changes stats: +10 Str / +12 Dex / +13 Mag / +13 Wil / +12 Cun / +12 Con Changes resistances penetration: +17% all Massive two-handed mauls. |
Eye of the Wyrm (16-18 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% cold / 20% fire / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes resistances: +10% acid / +10% physical / +10% fire / +10% cold / +10% lightning Changes damage: +12% lightning / +12% physical / +12% fire / +12% cold / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+3 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Fire Breath (costing 23 power out of 30/30) : Effective talent level: 4.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 547.50 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% 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 (+16 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 152 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." |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+8 eff.) It can be used to activate talent Temporal Reprieve (costing 38 power out of 50/50) : Effective talent level: 1.0 Power cost: 38 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Ebonycut the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +25 (+5 eff.) Armour: +4 Fatigue: -4% Changes stats: +5 Con Changes resistances penetration: +15% darkness Changes damage: +12% mind Stamina each turn: +3.30 Maximum life: +42.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 64% (based on Cunning) Activation costs 38 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
blightbringer's pair of voratun boots of invasion (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +3 Mag Changes resistances penetration: +14% physical Changes damage: +7% acid / +6% blight Disease immunity: +29% Spellpower: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of voratun boots of massiveness (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +8 Str / +6 Con Changes damage: +7% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves 'Kindleguile' (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes resistances: +24% lightning Changes damage: +18% light Physical save: +9 (+3 eff.) Mental save: +7 (+2 eff.) Cut immunity: +20% Silence immunity: +20% Disarm immunity: +44% Life regen: +4.00 Healing mod.: +20% 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. |
heroic voratun gauntlets of war-making (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Armour: +7 Fatigue: +5% Critical mult.: +5.00% Mental save: +8 (+3 eff.) Maximum life: +45.00 Spell crit. chance: +10% Mental crit. chance: +10% 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. |
catburglar's hardened leather cap of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Dex Changes resistances: +13% darkness / +11% cold Allows you to breathe in: water Infravision radius: +4 A cap made of leather. |
drakeskin leather cap 'Aruyanne' (11 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +11 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Changes stats: +12 Str / +6 Wil / +8 Cun Changes resistances: +9% acid / +6% temporal / +25% mind Mental save: +28 (+9 eff.) Disarm immunity: +20% Confusion immunity: +47% 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 Skullcracker, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1014.9 Physical damage. If the attack hits, the target is confused (44% 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 cap made of leather. |
Chromatic Harness (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Plate of the Blackened Mind (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+3 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+5 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 12 power out of 25/25) : Effective talent level: 2.0 Power cost: 12 out of 25/25. Range: 2 Travel Speed: 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 9 Armour, 13 Defense and your attacks will gain 19% 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. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 38 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gloreth (dig speed 9 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +7 Str Changes resistances: +1% physical / +5% arcane / +6% nature Disarm immunity: +10% Stun/Freeze immunity: +20% Knockback immunity: +10% Maximum life: +95.00 Maximum stamina: +30.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Bogsting' (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% Damage when hit (Melee): 2 blight Changes stats: +3 Str Changes resistances: +9% nature Changes damage: +9% nature Maximum life: +74.00 Maximum stamina: +49.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 76 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(110 power, based on Willpower) Activation costs 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
watchleader's alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes damage: +8% mind Blindness immunity: +28% Confusion immunity: +17% Light radius: +8 See stealth: +12 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 31 cooldown : Effective talent level: 4.0 Power cost: 31 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 76 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
12 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 23 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 153 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. |
Frigidspawner [power 325] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes resistances: +24% cold Changes resistances penetration: +20% mind Critical mult.: +20.00% Mental save: +12 (+4 eff.) Psi when hit: +0.08 Maximum hate: +4.00 It can be used to blast the opponent's mind dealing 370 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of mindblast [power 340] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 388 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast 'Elysena' [power 310] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +6% nature / +15% lightning Knockback immunity: +20% Maximum life: +60.00 It can be used to blast the opponent's mind dealing 353 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Reduce 3 talent cooldowns by 2. * Gain a 30% chance to evade weapon attacks for 2 turns. * Increase all damage by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Purethorn the dragonbone totem of healing [power 560] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Defense: +10 (+2 eff.) Damage when hit (Melee): 10 acid Changes resistances penetration: +15% physical Changes damage: +15% nature Critical mult.: +15.00% Physical save: +9 (+3 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 12 turns. When used: * Reduce fatigue by 54% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 23 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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) 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. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% 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.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Mor the Ogre Berserker level 30
12nd Pyre 123rd year of Ascendancy at 17:34 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mor the Ogre Berserker level 44
33rd Regrowth 124th year of Ascendancy at 03:54 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Mor the Ogre Berserker level 29
7th Pyre 123rd year of Ascendancy at 03:30 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Mor the Ogre Berserker level 50
3rd Mirth 124th year of Ascendancy at 00:21 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Mor the Ogre Berserker level 34
2nd Summertide 123rd year of Ascendancy at 10:50 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Mor the Ogre Berserker level 50
73rd Pyre 124th year of Ascendancy at 17:26 see stats
Ay ay captain! (Roguelike)
Turn into a pirate!By Mor the Ogre Berserker level 49
24th Pyre 124th year of Ascendancy at 06:03 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Mor the Ogre Berserker level 40
7th Haze 123rd year of Ascendancy at 13:49 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Mor the Ogre Berserker level 33
9th Mirth 123rd year of Ascendancy at 10:04 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Mor the Ogre Berserker level 15
14th Haze 122nd year of Ascendancy at 03:19 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Mor the Ogre Berserker level 30
76th Pyre 123rd year of Ascendancy at 02:58 see stats
Catch that Plumpkin! (Roguelike)
Finish the Plumpkin event.By Mor the Ogre Berserker level 49
48th Pyre 124th year of Ascendancy at 21:23 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Mor the Ogre Berserker level 15
77th Dusk 122nd year of Ascendancy at 11:03 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Mor the Ogre Berserker level 32
5th Mirth 123rd year of Ascendancy at 22:50 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Mor the Ogre Berserker level 50
8th Flare 124th year of Ascendancy at 07:08 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Mor the Ogre Berserker level 50
70th Pyre 124th year of Ascendancy at 23:38 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Mor the Ogre Berserker level 18
37th Haze 122nd year of Ascendancy at 14:22 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mor the Ogre Berserker level 25
62nd Regrowth 123rd year of Ascendancy at 18:15 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Mor the Ogre Berserker level 20
71st Haze 122nd year of Ascendancy at 05:40 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Mor the Ogre Berserker level 49
68th Pyre 124th year of Ascendancy at 05:00 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Mor the Ogre Berserker level 34
7th Flare 123rd year of Ascendancy at 09:26 see stats
Gem of the Moon (Roguelike)
Completed the Master Jeweler quest with Limmir.By Mor the Ogre Berserker level 45
46th Regrowth 124th year of Ascendancy at 09:19 see stats
Got eggs? (Roguelike)
Finish the Pikataclysm event.By Mor the Ogre Berserker level 49
28th Pyre 124th year of Ascendancy at 15:20 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Mor the Ogre Berserker level 31
4th Mirth 123rd year of Ascendancy at 13:36 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mor the Ogre Berserker level 23
13rd Regrowth 123rd year of Ascendancy at 12:26 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Mor the Ogre Berserker level 50
73rd Pyre 124th year of Ascendancy at 21:17 see stats
Level 10 (Roguelike)
Got a character to level 10.By Mor the Ogre Berserker level 10
4th Flare 122nd year of Ascendancy at 19:23 see stats
Level 20 (Roguelike)
Got a character to level 20.By Mor the Ogre Berserker level 20
41st Haze 122nd year of Ascendancy at 09:38 see stats
Level 30 (Roguelike)
Got a character to level 30.By Mor the Ogre Berserker level 30
7th Pyre 123rd year of Ascendancy at 03:30 see stats
Level 40 (Roguelike)
Got a character to level 40.By Mor the Ogre Berserker level 40
7th Haze 123rd year of Ascendancy at 11:18 see stats
Level 50 (Roguelike)
Got a character to level 50.By Mor the Ogre Berserker level 50
68th Pyre 124th year of Ascendancy at 05:00 see stats
Merry wintertide! (Roguelike)
Finish the Santascape event and free the little helper elves.By Mor the Ogre Berserker level 20
42nd Haze 122nd year of Ascendancy at 22:37 see stats
Oozemancer (Roguelike)
Destroyed the corrupted oozemancer.By Mor the Ogre Berserker level 41
53rd Haze 123rd year of Ascendancy at 17:39 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Mor the Ogre Berserker level 48
13rd Pyre 124th year of Ascendancy at 12:52 see stats
Overpowered! (Roguelike)
Did over 6000 damage in one attack.By Mor the Ogre Berserker level 45
47th Regrowth 124th year of Ascendancy at 10:44 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Mor the Ogre Berserker level 20
52nd Haze 122nd year of Ascendancy at 08:38 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mor the Ogre Berserker level 49
24th Pyre 124th year of Ascendancy at 05:04 see stats
Santassacre! (Roguelike)
Killed the little helper elves after saving them!By Mor the Ogre Berserker level 20
42nd Haze 122nd year of Ascendancy at 23:28 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Mor the Ogre Berserker level 25
57th Regrowth 123rd year of Ascendancy at 19:19 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Mor the Ogre Berserker level 20
42nd Haze 122nd year of Ascendancy at 22:35 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Mor the Ogre Berserker level 32
6th Mirth 123rd year of Ascendancy at 00:34 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Mor the Ogre Berserker level 50
70th Pyre 124th year of Ascendancy at 23:36 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Mor the Ogre Berserker level 29
6th Pyre 123rd year of Ascendancy at 01:38 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Mor the Ogre Berserker level 9
2nd Flare 122nd year of Ascendancy at 02:17 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Mor the Ogre Berserker level 42
1st Allure 124th year of Ascendancy at 13:39 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mor the Ogre Berserker level 20
1st Wintertide 123rd year of Ascendancy at 10:11 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By Mor the Ogre Berserker level 50
70th Pyre 124th year of Ascendancy at 23:38 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Mor the Ogre Berserker level 40
27th Haze 123rd year of Ascendancy at 18:09 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Mor the Ogre Berserker level 8
3rd Summertide 122nd year of Ascendancy at 01:03 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Mor the Ogre Berserker level 36
32nd Dusk 123rd year of Ascendancy at 22:16 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Mor the Ogre Berserker level 26
79th Regrowth 123rd year of Ascendancy at 22:56 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Mor the Ogre Berserker level 17
23rd Haze 122nd year of Ascendancy at 12:16 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Mor the Ogre Berserker level 29
6th Pyre 123rd year of Ascendancy at 04:37 see stats
Log
Atamathon the Giant Golem casts Rune: Acid Wave.
Mor is recovering from the damage!
Atamathon the Giant Golem says: 'LIFE-ENDING SYSTEMS ACTIVATED!'
Melee retaliation hits Mor for 140 fire damage.
Atamathon the Giant Golem hits Mor for 474 acid damage.
Mor hits Atamathon the Giant Golem for 685 physical, 13 physical (699 total damage).
Atamathon the Giant Golem activates Reflective Skin.
Atamathon the Giant Golem hits Mor for 109 fire, 141 light, 144 physical (394 total damage).
Mor uses Infusion: Healing.
Mor receives 729 healing from Infusion: Healing.
Mor performs a melee critical strike against Atamathon the Giant Golem!
Mor's blood frenzy intensifies!
Atamathon the Giant Golem's Stunning Blow is disrupted by his wounds!
Mor performs a melee critical strike against Atamathon the Giant Golem!
Mor's blood frenzy intensifies!
Atamathon the Giant Golem reflects damage back to Mor!
Atamathon the Giant Golem hits Mor for 329 physical, 12 physical, 45 physical, 12 physical (399 total damage).
Melee retaliation hits Mor for 140 fire, 140 fire (281 total damage).
Mor hits Atamathon the Giant Golem for 471 physical, 13 physical, 61 physical, 13 physical (558 total damage).
Atamathon the Giant Golem uses Knockback.
Mor resists the knockback!
Atamathon the Giant Golem reflects damage back to Mor!
Atamathon the Giant Golem hits Mor for 534 cold, 2 nature, 2 light (537 total damage).
Melee retaliation hits Atamathon the Giant Golem for 2 nature, 2 light (4 total damage).
Atamathon the Giant Golem's armour is more intact.
Atamathon the Giant Golem hits Mor for 117 fire, 150 light (267 total damage).
Mor the level 50 ogre berserker was tanned to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.
Mor's rage subsides!
Mor no longer revels in blood quite so much.





























































































































