














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Sun Paladin (Fallen) |
| Level / Exp | 50 / 1092% |
| Size | big |
| Lifes / Deaths | Killed by elven cultist at level 12 on the 27th Dusk 122nd year of Ascendancy at 05:28 1 / 7Killed by Polyriabremina the Guardian at level 19 on the 5th Haze 122nd year of Ascendancy at 17:26 Killed by Polyriabremina the Guardian at level 19 on the 5th Haze 122nd year of Ascendancy at 20:20 Killed by runed bone giant at level 20 on the 2nd Allure 123rd year of Ascendancy at 23:07 Killed by FallenCore at level 47 on the 19th Haze 124th year of Ascendancy at 01:44 Killed by Grushnak, Battlemaster of the Pride at level 50 on the 6th Decay 124th year of Ascendancy at 19:34 Killed by FallenCore at level 50 on the 1st Allure 125th year of Ascendancy at 23:00 |
Primary Stats
| Strength | 67 (base 49) |
| Dexterity | 69 (base 34) |
| Constitution | 21 (base 14) |
| Magic | 106 (base 62) |
| Willpower | 26 (base 14) |
| Cunning | 69 (base 33) |
Resources
| Mana | 388/508 |
| Life | 1168/1440 |
| Positive | 120/197 |
| Steam | 100/100 |
| Hate | 100/100 |
| Healing Factor | 1.144804467222 |
| Regeneration | 7.1550279201375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 21 |
| Infravision | 2 |
| See Stealth | 10 |
| See Invisible | 32 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 80 |
| Crit Chance | 73% |
| APR | 41 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 80 |
| Crit Chance | 94% |
| APR | 61 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 54% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +23% |
| Light | +34% |
| Temporal | +26% |
| Physical | +57% |
| Mind | +20% |
| All | +14% |
Offense: Damage Penetration
| Physical | +28% |
| Darkness | +14% |
| Temporal | +13% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 36 (50%) |
| Defense | 50 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 44 |
| Mental Save | 45 |
Defense: Resistances
| Darkness | + 48%( 70%) |
| Lightning | + 48%( 70%) |
| Fire | + 22%( 70%) |
| Temporal | + 38%( 70%) |
| Cold | + 22%( 70%) |
| Arcane | + 22%( 70%) |
| Mind | + 18%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 20% |
| Silence Resistance | 100% |
| Confusion Resistance | 100% |
| Knockback Resistance | 20% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 710 damage for 5 turns. Its effects scale with your Magic 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 172 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% 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. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (87% 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. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.4 steam per turn. Can be activated for an instant burst of 67 steam. |
Class Talents
| Cursed / Bloodstained | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Celestial / Darkside | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Dark Sun | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Celestial / Dirges | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
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 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 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: 351. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed giant spider spinneret. * You've found the needed pouch of bone giant dust. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed sandworm tooth. * You've found the needed hummerhorn wing. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | NOTE: undeterred pair of hardened leather boots of void walking (0 def, 3 armour) 2.0 T3 feet armor [Ego++] Arcane While equipped: dps ---------- Res.pen +14% darkness +13% temporal ----- def ----- Armour +3 Resists +18% darkness +15% temporal Phys.save +12 (+4 eff.) Silence- +24% Confus- +28% Pinning- +20% Stun/Frz- +23% Knockbk- +20% Teleport- +100% Def/telep +15 Res/telep +13% Dur/telep +15% A pair of boots made of leather. |
| Quiver | elemental pouch of stralite shots of annihilation (20/20, 163% power, 10 apr)3.0 T4 shot ammo [Ego++] Arcane/Master Power 163% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.5% Capacity 20 Proj.spd +200% On Hit: * Create an explosion dealing 131 fire damage (1/turn) While equipped: Shots are used with slings to pummel your foes to death. |
| Light source | NOTE: Adymima the Biledeath 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +20% light Melee Ret 4 mind ----- def ----- Defense +10 (+3 eff.) Crit.chn- 5.00% Mind.save +3 (+1 eff.) Heal.mod +5% Stun/Frz- +20% ---------- misc Light +11 See.Stealth +10 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Eastern Wood Hat (15 def, 0 armour) 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +65 (+13 eff.) Apr +15 ----- def ----- Defense +15 (+5 eff.) Blind- +100% ---------- misc Light +7 Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On hands | psychic's drakeskin leather gloves of war-making (0 def, 3 armour) 1.0 T4 hands armor [Ego+] Master/Psionic While equipped: dps ---------- Phys.crit +8.0% Spell.crit +13% Mind.crit +15% Crit.mult +9.00% Melee+ 9 mind Dmg.mod +6% mind ----- def ----- Armour +3 Resists +6% mind ---------- misc Talents +5 Hand Cannon 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. |
| Tool | NOTE: Delerain (dig speed 16 turns) =WILL 5= 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +5 Wil +2 Con dps ---------- Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Dmg.mod +12% temporal Apr +6 ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +2 See.Invis +12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Daimedunagorn0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag +5 Con ----- def ----- Crit.chn- 10.00% Mind.save +9 (+3 eff.) HP.reg +6.00 Silence- +44% Confus- +44% Stun/Frz- +40% ---------- misc Mana/turn +0.30 Rings make your fingers look great! |
| On fingers | Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+13 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| Around neck | Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
| In main hand | magewarrior's short elven-wood starstaff of wizardry (129% power, 5 apr, physical element) 5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * flashes light on your target dealing 65 damage While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +8.0% Spell.crit +7% Crit.mult +15.00% Phys.pwr +8 (+2 eff.) Spell.pwr +23 (+6 eff.) Dmg.mod +25% physical Acc +6 (+1 eff.) ---------- misc Max.mana +24.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | NOTE: Emblem of Evasion =CUN 10= 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Fatigue -16% Proj.evade +15% Proj.slow +30% ---------- misc Max.enc +40 Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 28/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 35 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. |
| In off hand | Dimbait the voratun dagger (164% power, 25 apr) 1.0 T5 dagger 1H weapon [Random Unique] Master Power 165% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +26.0% Atk.spd 100% On Hit.r1 +20 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +9% darkness Res.pen +13% physical Acc +19 (+3 eff.) Apr +15 On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Resists +9% darkness Sharp, short and deadly. |
| Cloak | NOTE: enveloping cashmere cloak of the voidstalker (7 def, 0 armour) 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +7 (+2 eff.) Resists +30% lightning +14% temporal +13% darkness Phys.save +7 (+2 eff.) Stun/Frz- +50% Def/telep +13 Res/telep +11% Dur/telep +15% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of the Archmage (10 def, 20 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +20 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Crit.chn- 35.00% Spell.save +20 (+6 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
steam generator implant of the titan (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Rune of the Rift (254.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Inflicts 320.04 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
grounding steel amulet of mastery (0.15 Celestial / Radiance)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +14% lightning Stun/Frz- +20% ---------- misc Masteries +0.15 Celestial/Radiance Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (169). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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. |
mindweaver's gold amulet of murder0.1 T3 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Mind.pwr +8 (+3 eff.) Acc +7 (+1 eff.) Apr +15 ----- def ----- Mind.save +8 (+3 eff.) Confus- +12% Amulets make your neck look great! |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 25 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
NOTE: Aerurath the voratun amulet 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +4 Mag +5 Con ----- def ----- Crit.chn- 15.00% Phys.save +17 (+5 eff.) Max.HP +56.00 HP.reg +10.00 ---------- misc Hate/m.crit +5.00 Light +3 See.Invis +6 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings make your fingers look great! |
mule's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Fatigue -5% Resists +22% nature ---------- misc Max.enc +23 Rings make your fingers look great! |
pixie's steel ring of tenacity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Max.HP +26.00 Disarm- +22% Pinning- +23% Knockbk- +27% Rings make your fingers look great! |
steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings make your fingers look great! |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
NOTE: Eilinobrema the gold ring =WILL 5 CUN 5= 0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +9% acid +13% physical Res.pen +10% acid On Hit (Melee): * 10% chance to reduce armor by 41% ----- def ----- Resists +12% acid +13% physical Silence- +32% ---------- misc Mana/turn +0.22 Rings make your fingers look great! |
psionicist's gold ring of corrosion (+20%) =WILL 4=0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Mind.save +8 (+3 eff.) Rings make your fingers look great! |
Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +17% darkness ----- def ----- Resists +19% acid +25% lightning +34% darkness +9% mind +10% blight +26% cold +12% nature +22% fire Poison- +18% Disease- +21% Teleport- +20% ---------- misc Max.stam +20.00 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. Uses 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? |
magewarrior's short dragonbone vilestaff of channeling (136% power, 6 apr, blight element)5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +8% Phys.pwr +10 (+3 eff.) Spell.pwr +35 (+9 eff.) Dmg.mod +30% blight Acc +11 (+2 eff.) ---------- misc Mana/turn +0.42 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Burnwaker (161% power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 162% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 55% * 20% chance to reduce armor by 41% ----- def ----- Resists +30% acid +6% fire +6% cold +9% blight Sharp, short and deadly. |
Life Drinker (152% power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd 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 17.18 acid and 17.18 blight damage. If not cleared after five turns it will inflict 97.55 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 43% 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. |
Ravenbearer (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% acid +10% darkness +20% nature ----- def ----- Resists +19% darkness +10% mind +9% all Phys.save +11 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+6 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd 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. |
enlightening hardened leather armour of Toknor (9 def, 6 armour) =WILL 5=9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Mind.save +12 (+4 eff.) A suit of armour made of leather. |
hardened leather belt 'Strikeblow' =WILL 5=1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Phys.pwr +5 (+1 eff.) Mind.pwr +20 (+7 eff.) ----- def ----- Resists +15% lightning Spell.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
cashmere cloak 'Floewish' (2 def, 0 armour) =CUN 3=2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Res.pen +10% light +20% cold Melee Ret 8 cold 6 arcane 4 light ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of protection (2 def, 0 armour) =WILL 4=2.0 T3 cloak armor [Ego] Arcane/Psionic While equipped: Stats +4 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +14 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerutta (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +10 Cun +9 Dex dps ---------- Crit.mult +5.00% Dmg.mod +6% mind Res.pen +15% mind Acc +12 (+2 eff.) Apr +18 Melee Ret 4 mind ----- def ----- Defense +3 (+1 eff.) Resists +9% acid +9% fire +9% lightning +6% cold Mind.save +3 (+1 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Botir the Morningcut (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +15% blight Res.pen +20% arcane Melee Ret 8 arcane ----- def ----- Armour +3 Resists +9% light Silence- +33% Confus- +28% Stun/Frz- +32% ---------- misc Max.mana +20.00 A pair of boots made of leather. |
Shoes of Slowly Moving Quickly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +6% Pinning- +580% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 3.0 Pwr.cost 15 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 14.77 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 78.77 lightning and 108.48 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
undeterred pair of drakeskin leather boots of evasion (7 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +7 (+2 eff.) Silence- +40% Confus- +25% Stun/Frz- +38% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 35 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) =WILL 4=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Duvunarilin the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Mag +5 Wil +5 Con dps ---------- Res.pen +20% blight +15% arcane ----- def ----- Armour +3 Fatigue +5% Phys.save +30 (+9 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+3 eff.) Disarm- +47% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Max.vim +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Bokildil' (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Mag +3 Wil dps ---------- Spell.crit +2% Phys.pwr +13 (+3 eff.) Melee+ 7 acid 10 fire 7 cold 7 lightning Dmg.mod +9% arcane ----- def ----- Armour +8 Fatigue +5% Mind.save +9 (+3 eff.) Max.HP +55.00 ---------- misc Vim/s.crit +1.00 Max.vim +30.00 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. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
NOTE: Islelle the hardened leather hat (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Dex dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Dmg.mod +18% mind Apr +1 ----- def ----- Armour +3 Fatigue +3% Resists +17% darkness +6% light Disease- +20% ---------- misc Infravis +5 A hat made of leather. Very stylish. |
Malslek the Accursed's Hat (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+3 eff.) Mind.pwr +15 (+5 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Bogjeer (0 def, 3 armour) =WILL 3=3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +20% nature Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
2023 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2022/2023 A set of 2023 tiny explosive spheres. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
183 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
43 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bright dwarven lantern of corpselight1.0 T5 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +15% blight +7% darkness ---------- misc Light +7 Infravis +3 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 22 blight damage or heals 29 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 38.48 cold damage and 52.99 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
stralite armour reinforcement0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +4 Hardiness +20% Fatigue +2% Tinkers can be attached to normal items to improve them with steam power! |
voratun grip0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +100% ---------- misc Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 97.31 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Qog's Essentials2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown 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? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown 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. This item has been sent to the Item's Vault. |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By FallenCore the Ogre Sun Paladin level 31
8th Haze 123rd year of Ascendancy at 21:59 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By FallenCore the Ogre Sun Paladin level 46
17th Haze 124th year of Ascendancy at 03:24 see stats
Against all odds
Killed Ukruk in the ambush.By FallenCore the Ogre Sun Paladin level 30
56th Dusk 123rd year of Ascendancy at 14:44 see stats
Arachnophobia
Destroyed the spydric menace.By FallenCore the Ogre Sun Paladin level 35
72nd Haze 123rd year of Ascendancy at 21:20 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By FallenCore the Ogre Sun Paladin level 42
14th Dusk 124th year of Ascendancy at 18:36 see stats
Brave new world
Went to the Far East and took part in the war.By FallenCore the Ogre Sun Paladin level 34
69th Haze 123rd year of Ascendancy at 17:39 see stats
Bringer of Doom
Killed a Bringer of Doom.By FallenCore the Ogre Sun Paladin level 32
15th Haze 123rd year of Ascendancy at 18:28 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By FallenCore the Ogre Sun Paladin level 38
54th Regrowth 124th year of Ascendancy at 08:16 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By FallenCore the Ogre Sun Paladin level 19
61st Haze 122nd year of Ascendancy at 21:45 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By FallenCore the Ogre Sun Paladin level 47
17th Haze 124th year of Ascendancy at 23:44 see stats
Destroyer of the creation
Killed Slasul.By FallenCore the Ogre Sun Paladin level 36
4th Decay 123rd year of Ascendancy at 15:46 see stats
Destroyer's bane
Killed Golbug the Destroyer.By FallenCore the Ogre Sun Paladin level 32
16th Haze 123rd year of Ascendancy at 07:42 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By FallenCore the Ogre Sun Paladin level 28
10th Dusk 123rd year of Ascendancy at 08:48 see stats
Dragon's Greed
Amassed 8000 gold pieces.By FallenCore the Ogre Sun Paladin level 44
50th Dusk 124th year of Ascendancy at 03:28 see stats
Exterminator
Killed 1000 creatures.By FallenCore the Ogre Sun Paladin level 17
54th Dusk 122nd year of Ascendancy at 00:41 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By FallenCore the Ogre Sun Paladin level 26
3rd Summertide 123rd year of Ascendancy at 10:36 see stats
Fear me not!
Survived the Fearscape!By FallenCore the Ogre Sun Paladin level 25
8th Mirth 123rd year of Ascendancy at 17:12 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By FallenCore the Ogre Sun Paladin level 50
8th Decay 124th year of Ascendancy at 19:47 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By FallenCore the Ogre Sun Paladin level 36
5th Decay 123rd year of Ascendancy at 08:54 see stats
Guiding Hand
Saved all escorted adventurers.By FallenCore the Ogre Sun Paladin level 31
13rd Haze 123rd year of Ascendancy at 06:31 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By FallenCore the Ogre Sun Paladin level 27
7th Flare 123rd year of Ascendancy at 02:01 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By FallenCore the Ogre Sun Paladin level 50
5th Decay 124th year of Ascendancy at 04:16 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By FallenCore the Ogre Sun Paladin level 31
65th Dusk 123rd year of Ascendancy at 04:26 see stats
Level 10
Got a character to level 10.By FallenCore the Ogre Sun Paladin level 10
2nd Dusk 122nd year of Ascendancy at 01:10 see stats
Level 20
Got a character to level 20.By FallenCore the Ogre Sun Paladin level 20
3rd Decay 122nd year of Ascendancy at 15:59 see stats
Level 30
Got a character to level 30.By FallenCore the Ogre Sun Paladin level 30
55th Dusk 123rd year of Ascendancy at 11:14 see stats
Level 40
Got a character to level 40.By FallenCore the Ogre Sun Paladin level 40
25th Pyre 124th year of Ascendancy at 04:05 see stats
Level 50
Got a character to level 50.By FallenCore the Ogre Sun Paladin level 50
32nd Haze 124th year of Ascendancy at 12:32 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By FallenCore the Ogre Sun Paladin level 20
4th Decay 122nd year of Ascendancy at 14:24 see stats
Orcrist
Killed the leaders of the Orc Pride.By FallenCore the Ogre Sun Paladin level 50
6th Decay 124th year of Ascendancy at 22:11 see stats
Poisonous
Sided with the assassin lord.By FallenCore the Ogre Sun Paladin level 18
1st Time of Equilibrium 122nd year of Ascendancy at 07:30 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By FallenCore the Ogre Sun Paladin level 26
10th Mirth 123rd year of Ascendancy at 18:26 see stats
Selfless
Won ToME by closing the Void portal using yourself as a sacrifice.By FallenCore the Ogre Sun Paladin level 50
1st Allure 125th year of Ascendancy at 23:00 see stats
Size is everything
Did over 1500 damage in one attack.By FallenCore the Ogre Sun Paladin level 42
33rd Dusk 124th year of Ascendancy at 20:46 see stats
Size matters
Did over 600 damage in one attack.By FallenCore the Ogre Sun Paladin level 26
10th Mirth 123rd year of Ascendancy at 10:21 see stats
Sliders
Activated a portal using the Orb of Many Ways.By FallenCore the Ogre Sun Paladin level 34
66th Haze 123rd year of Ascendancy at 10:52 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By FallenCore the Ogre Sun Paladin level 50
1st Allure 125th year of Ascendancy at 23:00 see stats
That was close
Killed your target while having only 1 life left.By FallenCore the Ogre Sun Paladin level 16
47th Dusk 122nd year of Ascendancy at 20:43 see stats
The Arena
Unlocked Arena mode.By FallenCore the Ogre Sun Paladin level 9
10th Flare 122nd year of Ascendancy at 07:14 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By FallenCore the Ogre Sun Paladin level 50
7th Decay 124th year of Ascendancy at 01:19 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By FallenCore the Ogre Sun Paladin level 26
2nd Flare 123rd year of Ascendancy at 10:36 see stats
The Sun Still Shines
Aeryn survived the last battle.By FallenCore the Ogre Sun Paladin level 50
1st Allure 125th year of Ascendancy at 23:00 see stats
The secret city
Discovered the truth about mages.By FallenCore the Ogre Sun Paladin level 13
32nd Dusk 122nd year of Ascendancy at 08:23 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By FallenCore the Ogre Sun Paladin level 38
36th Regrowth 124th year of Ascendancy at 18:23 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By FallenCore the Ogre Sun Paladin level 21
76th Regrowth 123rd year of Ascendancy at 15:52 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By FallenCore the Ogre Sun Paladin level 31
13rd Haze 123rd year of Ascendancy at 11:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By FallenCore the Ogre Sun Paladin level 18
5th Haze 122nd year of Ascendancy at 09:05 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By FallenCore the Ogre Sun Paladin level 29
55th Dusk 123rd year of Ascendancy at 11:14 see stats
You were not supposed to see that!
Read a Forbidden Tome.By FallenCore the Ogre Sun Paladin level 42
33rd Dusk 124th year of Ascendancy at 18:47 see stats
Log
Argoniel casts Virulent Strike.
High Sun Paladin Aeryn's spell attains critical power!
High Sun Paladin Aeryn shrugs off Argoniel's 'Weakness Disease'!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
The protective shield of FallenCore disappears.
Your shield crumbles under the damage!
The shield around FallenCore crumbles.
Argoniel damages herself through Martyrdom!
FallenCore reflects damage back to Argoniel!
Argoniel hits High Sun Paladin Aeryn for 50 blight, 34 blight (84 total damage).
Argoniel hits FallenCore for (318 absorbed), 0 physical, (232 absorbed), 0 physical (0 total damage).
Acid Splash from Argoniel hits FallenCore for (43 absorbed), 0 acid (0 total damage).
Curse of Death from Argoniel hits FallenCore for (43 absorbed), 0 darkness (0 total damage).
Melee retaliation hits Argoniel for 0 physical, 0 mind, 1 physical, 3 arcane, 0 physical, 0 mind, 1 physical, 3 arcane (9 total damage).
FallenCore hits Argoniel for 318 reflected, 232 reflected, 43 reflected, 43 reflected (636 total damage).
FallenCore hits FallenCore for 24 healing, 17 healing, 3 healing, 4 healing, 9 healing (0 total damage) [57 healing].
Self-Destruction hits FallenCore for 163, (5 absorbed) (0 total damage).
Melee retaliation hits Argoniel for 3 light, 3 light (6 total damage).
High Sun Paladin Aeryn hits Argoniel for 1 blight, 1 blight (1 total damage).
Shield of Light hits High Sun Paladin Aeryn for 16 healing, 16 healing (0 total damage) [32 healing].
FallenCore killed Argoniel!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Selfless!
Personal New Achievement: The Sun Still Shines!
Saving game...
Saving done.


































































































































































