











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 29 / 13% |
| Size | big |
| Lifes / Deaths | Killed by skeleton magus at level 3 on the 76th Pyre 122nd year of Ascendancy at 00:47 4 / 2Killed by elven corruptor at level 26 on the 6th Mirth 123rd year of Ascendancy at 14:48 |
Primary Stats
| Strength | 44 (base 11) |
| Dexterity | 76 (base 60) |
| Constitution | 29 (base 10) |
| Magic | 29 (base 10) |
| Willpower | 38 (base 10) |
| Cunning | 87 (base 58) |
Resources
| Life | 792/792 |
| Stamina | 202/202 |
| Healing Factor | 1.2824687383466 |
| Regeneration | 24.687523213173 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -997 |
| Infravision | 8 |
| See Stealth | 70.204826576604 |
| See Invisible | 76.204826576604 |
| Stealth | 63 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 75 |
| Crit Chance | 65% |
| APR | 50 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 57 |
| Accuracy | 75 |
| Crit Chance | 73% |
| APR | 55 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Light | +13% |
| Temporal | +5% |
| Blight | +8% |
| Physical | +40% |
| Darkness | +13% |
| All | +2% |
Offense: Damage Penetration
| Physical | +17% |
| Lightning | +27% |
| Arcane | +17% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 11 (38.594633868923%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 2.9238052216851 |
| Physical Save | 33 |
| Spell Save | 33 |
| Mental Save | 42 |
Defense: Resistances
| Darkness | + 7%( 70%) |
| Light | + 13%( 70%) |
| Nature | + 7%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 18%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 222 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 96 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 220 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 680% 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 Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Precise Strikes |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Stoning Poison |
| talent | Numbing Poison |
| talent | Chant of Fortitude |
| beneficial effect | Increases defense by 14. Mobile Defense |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 129 - 181 Accuracy: 91 (knife) APR: 58 Crit Chance: +84% Crit mult: 225% Uses Stats: 50% Cun, 70% Dex |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You 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 Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
Escort the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell) | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You 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 |
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 Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 1. | 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. | active |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed hummerhorn wing. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed minotaur nose. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed xorn fragment. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed orc heart. * You've found the needed red crystal shard. | active |
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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 | eldritch pair of dwarven-steel boots of massiveness (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Str / +3 Mag / +2 Wil / +5 Con Changes damage: +7% physical Mana each turn: +0.28 Maximum mana: +32.00 Spell crit. chance: +2% 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. |
| Light source | brass lantern 'Yvomita'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes stats: +3 Cun / +9 Wil Changes resistances penetration: +10% physical Critical mult.: +11.00% Light radius: +3 See invisible: +6 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 | starseer's cashmere wizard hat of knowledge (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Cun / +4 Wil Changes damage: +5% darkness / +3% temporal / +5% light / +7% physical Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
| On hands | Skywish the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +14 Armour: +3 Fatigue: +5% Changes stats: +8 Dex / +2 Wil / +9 Cun Changes resistances penetration: +10% arcane Changes damage: +12% lightning / +6% blight Spellpower: +30 (+10 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Veloriamina the Deepsbait (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +10 Changes stats: +5 Str Changes resistances: +6% blight / +15% cold Changes damage: +6% darkness Cut immunity: +20% Life regen: +4.00 Maximum life: +20.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 22 cooldown : Effective talent level: 5.2 Power cost: 22 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ruby ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +7 Con Spell save: +17 (+8 eff.) Maximum stamina: +28.00 Rings make your fingers look great! |
| On fingers | gold onyx ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Life regen: +10.00 Maximum life: +57.00 Healing mod.: +13% Rings make your fingers look great! |
| Around neck | vitalizing stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +16 Changes stats: +4 Con Critical mult.: +13.00% Physical save: +17 (+8 eff.) Life regen: +5.00 Maximum life: +41.00 Amulets make your neck look great! |
| In main hand | Silymitha the dwarven-steel waraxe (120% power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +6 Damage when hit (Melee): 4 blight Changes stats: +5 Str / +1 Dex / +3 Mag / +4 Wil Changes resistances penetration: +7% all Changes damage: +10% physical One-handed war axes. |
| Around waist | Growpain the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes stats: +1 Mag Changes resistances: +3% nature Changes damage: +6% light Critical mult.: +6.00% Reduces incoming crit damage: 15.00% Infravision radius: +3 A belt that goes around your waist. |
| In off hand | voratun dagger 'Chargewing' (147% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% Damage (radius 2) on crit: +16 lightning When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Str Changes resistances: +3% darkness Changes resistances penetration: +20% lightning Changes damage: +14% physical Spell save: +6 (+3 eff.) Sharp, short and deadly. |
| Cloak | cashmere cloak 'Ce'Nildawyn' (12 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +5% arcane / +9% light Reduces incoming crit damage: 10.00% Physical save: +5 (+3 eff.) Mental save: +9 (+3 eff.) Only die when reaching: -50.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour of Toknor (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Critical mult.: +12.00% A suit of armour made of leather. |
Inventory
Prismatic Rune (6 turns; lightning, physical, light, blight, fire, mind)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 3 light, 5 blight, 3 fire, 5 mind 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. |
biting gale rune of the duelist (damage 272; dur 4; cd 19)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 271.52 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity 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. |
shatter afflictions rune of the sneak (absorb 107; cd 16)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: 16 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 107 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 Cunning 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. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 202; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 202 damage for 4 turns. 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. |
stormshield rune of the sneak (threshold 0; blocks 6; dur 4; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 6 times. Its effects scale with your Cunning 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. |
wanderer's copper amulet of willpower (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +2 Wil / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
grounding steel amulet of mastery (0.12 Technique / Mobility)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.12 Technique / Mobility Stun/Freeze immunity: +28% Amulets make your neck look great! |
savior's stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Mag Physical save: +15 (+7 eff.) Spell save: +13 (+6 eff.) Mental save: +11 (+3 eff.) Mana each turn: +0.46 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +31.00 Amulets make your neck look great! |
gladiator's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
pixie's copper ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 11 light Changes stats: +3 Cun / +5 Mag Changes damage: +11% light Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
conjurer's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Stun/Freeze immunity: +28% Life regen: +1.00 Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
gladiator's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Damage (Melee): 11 light Damage (Ranged): 12 light Changes stats: +5 Str / +2 Mag / +5 Con Changes damage: +10% light Rings make your fingers look great! |
steel opal ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +7 Wil / +7 Cun / +2 Con Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
titan's steel ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% fire Changes damage: +10% fire Physical save: +6 (+3 eff.) Rings make your fingers look great! |
Blizzarddeath the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Changes resistances: +5% physical Changes resistances penetration: +20% cold Blindness immunity: +30% Psi when hit: +0.20 Maximum stamina: +30.00 Mindpower: +20 (+6 eff.) Infravision radius: +5 See stealth: +15 See invisible: +15 Rings make your fingers look great! |
Poralaith the stralite battleaxe (156% power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 156% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Physical power: +13 (+4 eff.) Changes stats: +3 Str / +3 Dex / +12 Wil / +5 Cun / +17 Con Changes resistances: +5% arcane Changes resistances penetration: +10% arcane / +12% physical Changes damage: +12% physical Disarm immunity: +15% Maximum life: +20.00 Massive two-handed battleaxes. |
Glowcrack (102% power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +12 light When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +7 Con / +7 Wil Changes resistances: +12% light / +12% cold Changes resistances penetration: +10% light Maximum life: +35.00 Light radius: +3 Sharp, short and deadly. |
chilling steel dagger of the mystic (108% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 108% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 cold When wielded/worn: Changes stats: +4 Mag / +3 Wil Spellpower: +7 (+3 eff.) Sharp, short and deadly. |
stralite dagger of enduring (135% power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 136% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Con / +7 Wil Maximum life: +54.00 Sharp, short and deadly. |
reinforced leather sling 'Oozespitter'Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (radius 1) on hit: +20 nature / +12 arcane When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +4 Str / +2 Mag / +2 Con Changes resistances: +12% nature / +5% arcane Slings are used to hurl stones or metal shots at your foes. |
thought-forged pouch of dwarven-steel shots of accuracy (21/21, 140% power, 3 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 141% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * 12% chance to reduce all saves and defense by 27 Damage (Ranged): +5 mind Shots are used with slings to pummel your foes to death. |
elven-silk robe 'Gligana' (0 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Changes stats: +7 Mag / +5 Wil Changes resistances: +15% lightning / +5% arcane / +15% all Spell save: +18 (+8 eff.) Mental save: +6 (+2 eff.) Life regen: +4.00 Mana each turn: +0.32 Psi each turn: +0.25 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chargestinger the hardened leather armour (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes resistances: +9% acid / +12% physical / +14% cold / +26% lightning / +23% fire Changes resistances penetration: +10% mind Changes damage: +9% mind Spell save: +15 (+7 eff.) Mindpower: +7 (+2 eff.) A suit of armour made of leather. |
Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 50 power out of 60/60) : Effective talent level: 1.0 Power cost: 50 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 102.04 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Flashsnake the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -5% Changes resistances: +6% light / +15% blight Changes damage: +9% lightning Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Disease immunity: +20% Teleport immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layuramira the Glacierpain (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Mag / +5 Wil / +1 Con Changes resistances: +6% fire / +9% cold Infravision radius: +3 A pair of boots made of leather. |
pair of rough leather boots 'Gata' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +3 Con Changes resistances: +3% blight Spell save: +3 (+1 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 See invisible: +9 A pair of boots made of leather. |
Elywyn the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to slow global speed by 54% Damage when hit (Melee): 2 mind Changes stats: +3 Str Changes resistances: +6% lightning / +11% temporal / +1% physical Critical mult.: +10.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fulygorn the Blizzardward (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 cold Changes stats: +4 Dex / +2 Cun / +2 Con Changes resistances: +3% cold Physical save: +10 (+5 eff.) Mental save: +12 (+4 eff.) Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful hardened leather gloves of spellstriking (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 arcane Changes stats: +5 Mag / +5 Wil Changes resistances: +4% arcane Changes damage: +3% arcane Life regen: +3.00 Stamina each turn: +0.70 Maximum stamina: +10.00 Spellpower: +6 (+2 eff.) 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. |
Filthgasher the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 21 Damage when hit (Melee): 2 nature Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +3% nature Changes resistances penetration: +10% nature Changes damage: +3% nature Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+4 eff.) 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. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 14 power out of 24/24) : Effective talent level: 4.0 Power cost: 14 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
voratun gauntlets 'Skybrace' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Damage when hit (Melee): 8 mind Changes stats: +4 Con Changes resistances: +21% lightning / +6% mind Changes resistances penetration: +25% fire Changes damage: +9% mind Physical save: +26 (+11 eff.) Spell save: +8 (+4 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +38% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 25 cooldown : Effective talent level: 4.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Cracklerip' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +4 Wil Changes resistances: +18% lightning Changes resistances penetration: +5% lightning Changes damage: +12% lightning Mental save: +3 (+1 eff.) Maximum hate: +4.00 A pointy cloth hat, very wizardly... |
Salodath the Tidegrind (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +9 Cun / +3 Con Changes damage: +12% cold Mental save: +5 (+1 eff.) Light radius: +2 See invisible: +6 A pointy cloth hat, very wizardly... |
miner's rough leather cap of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes resistances: +6% cold Allows you to breathe in: water Infravision radius: +2 A cap made of leather. |
insulating hardened leather cap of blood magic (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Mag / +5 Wil Changes resistances: +8% fire / +5% cold Changes damage: +11% blight / +11% arcane Spell crit. chance: +1% A cap made of leather. |
Runogen the Wildbait (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +2 Armour: +7 Fatigue: +5% Damage when hit (Melee): 2 nature / 8 physical Changes resistances penetration: +10% physical Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Velylrawe the Moldstriker (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +5 Str / +4 Mag / +2 Wil Changes resistances: +6% nature Mental save: +6 (+2 eff.) Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Arcwither (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Wil / +7 Con Changes resistances: +12% lightning / +18% fire Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Only die when reaching: -60.00 life Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Falazor the Windire (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str Changes resistances: +3% nature / +12% cold Blindness immunity: +10% Silence immunity: +20% Life regen: +4.00 Maximum life: +100.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
ArthulemnirInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +1 Str / +3 Dex / +1 Mag Maximum life: +43.00 Light radius: +6 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. |
EilinogatiraInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Changes stats: +2 Str / +2 Con Physical save: +6 (+3 eff.) Maximum life: +41.00 Light radius: +3 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. |
SatyrjeerInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +15 (+5 eff.) Armour: +6 Changes stats: +3 Wil Changes resistances: +3% light Changes damage: +6% mind / +3% nature Maximum stamina: +10.00 Light radius: +3 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. |
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.(94 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 82 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
shattering dwarven-steel pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +14% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 166 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. |
Radhorim the Abyssslicer [power 155] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +2 Mag / +1 Wil / +1 Cun Changes resistances penetration: +20% fire Stamina each turn: +3.00 See invisible: +6 It can be used to setup a psionic shield, reducing all damage taken by 155 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
yew wand of shielding 'Cloudtouch' [power 284] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 31% Changes resistances: +3% acid / +12% mind / +12% lightning Changes resistances penetration: +25% mind Changes damage: +15% lightning It can be used to create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage penetration by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tripa Seca the Cornac Rogue level 28
6th Dusk 123rd year of Ascendancy at 02:44 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Tripa Seca the Cornac Rogue level 24
73rd Pyre 123rd year of Ascendancy at 05:40 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Tripa Seca the Cornac Rogue level 27
1st Summertide 123rd year of Ascendancy at 18:35 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Tripa Seca the Cornac Rogue level 19
28th Regrowth 123rd year of Ascendancy at 05:07 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Tripa Seca the Cornac Rogue level 29
33rd Dusk 123rd year of Ascendancy at 03:31 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tripa Seca the Cornac Rogue level 28
6th Dusk 123rd year of Ascendancy at 02:05 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Tripa Seca the Cornac Rogue level 10
1st Wintertide 123rd year of Ascendancy at 01:25 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Tripa Seca the Cornac Rogue level 20
80th Regrowth 123rd year of Ascendancy at 06:28 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Tripa Seca the Cornac Rogue level 25
3rd Mirth 123rd year of Ascendancy at 03:12 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Tripa Seca the Cornac Rogue level 26
7th Mirth 123rd year of Ascendancy at 11:31 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Tripa Seca the Cornac Rogue level 28
6th Dusk 123rd year of Ascendancy at 02:44 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Tripa Seca the Cornac Rogue level 9
3rd Summertide 122nd year of Ascendancy at 22:24 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Tripa Seca the Cornac Rogue level 28
6th Dusk 123rd year of Ascendancy at 02:44 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tripa Seca the Cornac Rogue level 27
10th Mirth 123rd year of Ascendancy at 08:03 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Tripa Seca the Cornac Rogue level 7
5th Mirth 122nd year of Ascendancy at 22:04 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Tripa Seca the Cornac Rogue level 27
9th Mirth 123rd year of Ascendancy at 15:22 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Tripa Seca the Cornac Rogue level 25
3rd Mirth 123rd year of Ascendancy at 03:12 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Tripa Seca the Cornac Rogue level 17
25th Regrowth 123rd year of Ascendancy at 02:42 see stats
Log
Today is the 73rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 74th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 19:05.
Today is the 75th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:26.
Today is the 77th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:36.
Saving done.
Today is the 78th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
Today is the 79th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.
Today is the 1st Time of Equilibrium of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:26.
Today is the 1st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 15:45.
Today is the 2nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
Today is the 3rd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
Today is the 4th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 5th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)





































































































