










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.3Donators/Buyers bonus! Ashes of Urh'Rok 1.7.3Official 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 1.7.3Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Tier-1 Short Circuit Option 1.7.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.2This 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 Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.7.3Official 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 | Nightmare Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Brawler |
| Level / Exp | 50 / 2204% |
| Size | medium |
| Lifes / Deaths | Killed by Celia at level 26 on the 13rd Pyre 123rd year of Ascendancy at 23:57 2 / 6Killed by ghast at level 31 on the 73rd Dusk 123rd year of Ascendancy at 09:41 Killed by orc cryomancer at level 37 on the 70th Regrowth 124th year of Ascendancy at 14:48 Killed by orc pyromancer at level 37 on the 1st Pyre 124th year of Ascendancy at 21:08 Killed by Betegamira the spire dragon at level 37 on the 6th Pyre 124th year of Ascendancy at 18:49 Killed by Adobeth the orc corruptor at level 38 on the 57th Pyre 124th year of Ascendancy at 08:40 |
| Antimagic | Follower |
Primary Stats
| Strength | 93 (base 60) |
| Dexterity | 88 (base 63) |
| Constitution | 55 (base 32) |
| Magic | 19 (base 10) |
| Willpower | 23 (base 12) |
| Cunning | 101 (base 60) |
Resources
| Life | 1729/1729 |
| Stamina | 260/260 |
| Equilibrium | 0 |
| Healing Factor | 1.6749358927269 |
| Regeneration | 45.474509487534 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +121.88948431535% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Stealth | 5 |
| See Invisible | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 159 |
| Accuracy | 72 |
| Crit Chance | 55% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9.5 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +26% |
| Nature | +32% |
| Temporal | +13% |
| Blight | +13% |
| Arcane | +19% |
| Mind | +21% |
| All | +7% |
Offense: Damage Penetration
| Temporal | +36% |
| Physical | +21% |
| All | +11% |
| Nature | +36% |
Defense: Base
| Armour (hardiness) | 48 (77.718496631565%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 77 |
| Spell Save | 52 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 24%( 70%) |
| Mind | + 35%( 70%) |
| All | + 24%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 41%( 70%) |
| Physical | + 26%( 70%) |
| Darkness | + 52%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Teleport Resistance | 21% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 219 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 1054% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 632 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 581 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Pugilism | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Striking Stance |
| talent | Exploit Weakness |
| talent | Trained Reactions |
| beneficial effect | Countering melee attacks: Has a 57% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Sir Fisticuffs. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Sir Fisticuffs. Escort: lost defiler (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Sir Fisticuffs. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Sir Fisticuffs. Escort: lost warrior (level 6 of Dreadfell) | failed |
You failed to protect the repented thief from death by Sir Fisticuffs. Escort: repented thief (level 4 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by snow giant boulder thrower. Escort: temporal explorer (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1668. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | Quiver of Domination (20/20, 24-34 power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +18 Crit +12.0% Atk.spd 100% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 168.98 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? This object's appearance was changed to Fanged Collar. |
| Tool | voratun torque of gale force 'Murkweeper' [power 475] (15 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +15% physical On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +3% physical Phys.save +18 (+4 eff.) Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 598 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+10 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. |
| On fingers | Emitta0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +10 Cun dps ---------- Phys.crit +4.0% Dmg.mod +6% temporal +14% mind +6% physical Res.pen +25% temporal +10% physical ----- def ----- Resists +14% mind Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| Main armor | Rainsage the drakeskin leather armour (26 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +8 Str +6 Dex dps ---------- Spell.crit +3% Dmg.mod +12% arcane +6% blight Melee Ret 2 arcane 6 cold ----- def ----- Armour +8 Defense +26 (+7 eff.) Fatigue +8% Phys.save +19 (+5 eff.) Max.HP +59.00 HP.reg +14.90 Heal.mod +17% ---------- misc Stam/turn +2.10 A suit of armour made of leather. |
| Light source | piercing dwarven lantern of clarity1.0 T5 lite [Ego+] Master/Psionic While equipped: dps ---------- Res.pen +11% all Apr +9 ----- def ----- Mind.save +10 (+3 eff.) ---------- misc Light +7 See.Stealth +5 See.Invis +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | elven-silk cloak 'Falirorim' (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 21% chance to slow global speed by 54% ----- def ----- Defense +3 (+1 eff.) Resists +20% nature +27% blight Crit.dmg- 15.84% Phys.save +19 (+5 eff.) Die.at -84.47 life Max.HP +105.59 HP.reg +9.00 Heal.mod +20% Teleport- +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | reinforced drakeskin leather belt of recklessness1.0 T5 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Phys.save +22 (+5 eff.) A belt that goes around your waist. |
Inventory
regeneration infusion of the warrior (heal 733; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 733 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (242.00 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 (100% of a turn) Is a spell Description: Inflicts 273.46 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
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 (110). 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. |
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. |
gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Stun/Frz- +30% Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Nerawen0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +6 Dmg.mod +12% mind Melee Ret 10 arcane 6 blight ----- def ----- Spell.save +12 (+4 eff.) HP.reg +8.00 Stun/Frz- +44% ---------- misc Mana/turn +0.24 Rings make your fingers look great! |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+3 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
stralite ring 'Blazenight'0.1 T4 ring jewelry [Rare] Master While equipped: Stats +7 Cun +2 Wil dps ---------- Crit.mult +15.00% Mind.pwr +20 (+7 eff.) Res.pen +15% blight +25% fire ----- def ----- Defense +14 (+4 eff.) Resists +6% fire Rings make your fingers look great! |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Telos's Staff (Bottom Half)5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
Latafayn (68-109 power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 125% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Trident of the Tides (80-112 power, 20 apr)3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+3 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+6 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 60 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 92.30. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
mindwoven Rags of the Sanctuary of frost (+19%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +13% cold ----- def ----- Resists +7% all +19% cold Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+7 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Barelen1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% blight ----- def ----- Resists +10% fire +9% darkness +10% cold Crit.dmg- 15.00% Die.at -40.00 life Max.HP +40.00 A belt that goes around your waist. |
balancing hardened leather belt of resilience1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +7% ----- def ----- Max.HP +31.00 A belt that goes around your waist. |
hardened leather belt 'Oozepall'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +27% mind Res.pen +10% mind +10% temporal Melee Ret 8 temporal On Hit (Melee): * 20% chance to slow global speed by 54% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% lightning +17% temporal +6% cold A belt that goes around your waist. |
Delerath (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +8 Wil +5 Mag dps ---------- Dmg.mod +12% mind On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Defense +2 (+1 eff.) Resists +6% acid Phys.save +10 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life ---------- misc Max.hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glitterbile (2 def, 9 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Dex +4 Mag +4 Wil dps ---------- Spell.crit +2% S.pwr/crit +10 Res.pen +20% blight ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +16% cold ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stokemarrow (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Dex +2 Mag +3 Con dps ---------- Dmg.mod +12% fire Res.pen +10% temporal Melee Ret 8 fire ----- def ----- Defense +10 (+3 eff.) Resists +6% fire Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Shimmerkiller' (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +6% lightning +10% cold +12% temporal +12% fire Spell.save +9 (+3 eff.) Max.HP +80.00 Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blood-soaked pair of hardened leather boots of evasion (5 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +3 ----- def ----- Armour +3 Defense +5 (+1 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 5.2 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 37% chance to evade melee and ranged attacks and 51 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. This object's appearance was changed to Boots of the Hunter. |
pair of hardened leather boots 'Duathelnoon' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Con +2 Wil dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +9% darkness Res.pen +6% physical Apr +6 ----- def ----- Armour +3 Resists +5% arcane +24% fire ---------- misc Stam/turn +0.70 Max.stam +28.00 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Dourrot (20 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +6 Cun +14 Con dps ---------- Phys.crit +3.0% Dmg.mod +15% mind Res.pen +20% darkness ----- def ----- Armour +5 Defense +20 (+5 eff.) Resists +9% mind Phys.save +22 (+5 eff.) Mind.save +20 (+7 eff.) ---------- misc Stam/turn +3.00 Max.stam +20.00 A pair of boots made of leather. |
grounding pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Resists +5% lightning +7% temporal Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)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 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 125% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +13% Mind.crit +12% Crit.mult +12.00% ----- def ----- Armour +3 Unarmed combat: Power 35.0 - 38.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +12.0% Atk.spd 125% On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 8 lightning Dmg.mod +6% lightning ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning Unarmed combat: Power 24.0 - 33.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +9 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Flamewrought. |
brawler's voratun gauntlets of the nighthunter (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Dex +4 Cun dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +10% darkness Phys.save +9 (+3 eff.) ---------- misc Infravis +2 Cooldown Double Strike -1 Unarmed combat: Power 29.0 - 40.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +15 Apr +15 Crit +25.0% Atk.spd 100% Melee+ +19 darkness On Hit: 10% Set Up 5 On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of the iron hand (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +4 Wil +4 Con ----- def ----- Armour +8 Fatigue +5% Mind.save +7 (+2 eff.) Max.HP +51.00 Disarm- +48% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 34.5 - 48.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +11 Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Disarm 5 On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of archery (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +6 Dex dps ---------- Acc +7 (+2 eff.) Apr +5 ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 27.5 - 38.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +21 Crit +10.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd 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. |
Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Str, 40% Dex, 10% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 100% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 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 21.68 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
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 (+2 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 (-5 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. |
Crown of Eternal Night (0 def, 3 armour)2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
2 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. |
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. |
3 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. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
8 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
7 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. |
12 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. |
12 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. |
19 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. |
8 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. |
10 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. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
344 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. |
50 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. |
brass lantern 'Cyrulle'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% blight +3% physical Res.pen +5% physical ----- def ----- Armour +6 Mind.save +6 (+2 eff.) ---------- misc Stam/turn +1.00 Light +3 See.Stealth +8 See.Invis +5 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. |
watchleader's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +5 (+2 eff.) Blind- +20% Confus- +19% ---------- misc Light +8 See.Stealth +7 See.Invis +8 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Chargerend' (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% arcane Res.pen +25% lightning +25% mind +15% arcane ----- def ----- Resists +6% lightning +5% arcane +15% mind ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Veladhetha the Morbuswitch (dig speed 3 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +7 Str dps ---------- Crit.mult +10.00% Phys.pwr +10 (+2 eff.) Melee Ret 2 fire ----- def ----- Armour +14 Defense +16 (+4 eff.) Resists +6% nature +19% physical Max.HP +40.00 ---------- misc Max.stam +29.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 69% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 364.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
steel torque of clear mind 'Blazewalker' [power 2] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% mind +5% fire ----- def ----- Resists +6% mind Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Masin [power 415] (25 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +20.00% Acc +20 (+5 eff.) ----- def ----- Armour +6 Defense +20 (+5 eff.) Resists +12% acid Phys.save +9 (+3 eff.) Summon a resilient tentacle up to 5 spaces away for 10 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1172 Base Damage: 498 Armor: 37 All Resist: 44 Puts all charms on 25 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Sir Fisticuffs the Thalore Brawler level 33
26th Haze 123rd year of Ascendancy at 11:01 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sir Fisticuffs the Thalore Brawler level 50
5th Decay 124th year of Ascendancy at 01:34 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Sir Fisticuffs the Thalore Brawler level 33
24th Haze 123rd year of Ascendancy at 20:59 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Sir Fisticuffs the Thalore Brawler level 22
68th Haze 122nd year of Ascendancy at 03:28 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Sir Fisticuffs the Thalore Brawler level 37
37th Pyre 124th year of Ascendancy at 19:01 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Sir Fisticuffs the Thalore Brawler level 38
45th Pyre 124th year of Ascendancy at 13:05 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Sir Fisticuffs the Thalore Brawler level 45
22nd Haze 124th year of Ascendancy at 01:16 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Sir Fisticuffs the Thalore Brawler level 35
45th Haze 123rd year of Ascendancy at 03:42 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Sir Fisticuffs the Thalore Brawler level 46
31st Haze 124th year of Ascendancy at 11:58 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sir Fisticuffs the Thalore Brawler level 15
27th Dusk 122nd year of Ascendancy at 13:53 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Sir Fisticuffs the Thalore Brawler level 34
31st Haze 123rd year of Ascendancy at 12:53 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Sir Fisticuffs the Thalore Brawler level 43
71st Dusk 124th year of Ascendancy at 04:28 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Sir Fisticuffs the Thalore Brawler level 20
5th Haze 122nd year of Ascendancy at 03:59 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Sir Fisticuffs the Thalore Brawler level 50
26th Regrowth 125th year of Ascendancy at 03:02 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Sir Fisticuffs the Thalore Brawler level 20
4th Haze 122nd year of Ascendancy at 11:28 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sir Fisticuffs the Thalore Brawler level 26
5th Pyre 123rd year of Ascendancy at 23:20 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Sir Fisticuffs the Thalore Brawler level 23
71st Haze 122nd year of Ascendancy at 10:03 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Sir Fisticuffs the Thalore Brawler level 50
20th Regrowth 125th year of Ascendancy at 03:14 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 Sir Fisticuffs the Thalore Brawler level 28
5th Flare 123rd year of Ascendancy at 08:08 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Sir Fisticuffs the Thalore Brawler level 50
77th Regrowth 125th year of Ascendancy at 11:05 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Sir Fisticuffs the Thalore Brawler level 10
9th Mirth 122nd year of Ascendancy at 05:20 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Sir Fisticuffs the Thalore Brawler level 20
3rd Haze 122nd year of Ascendancy at 18:25 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Sir Fisticuffs the Thalore Brawler level 30
68th Dusk 123rd year of Ascendancy at 21:08 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Sir Fisticuffs the Thalore Brawler level 40
5th Dusk 124th year of Ascendancy at 03:14 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Sir Fisticuffs the Thalore Brawler level 50
67th Haze 124th year of Ascendancy at 09:22 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Sir Fisticuffs the Thalore Brawler level 44
5th Haze 124th year of Ascendancy at 03:30 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Sir Fisticuffs the Thalore Brawler level 50
5th Allure 125th year of Ascendancy at 01:00 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Sir Fisticuffs the Thalore Brawler level 24
80th Haze 122nd year of Ascendancy at 02:10 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Sir Fisticuffs the Thalore Brawler level 50
8th Regrowth 125th year of Ascendancy at 04:53 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Sir Fisticuffs the Thalore Brawler level 38
9th Mirth 124th year of Ascendancy at 03:03 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Sir Fisticuffs the Thalore Brawler level 23
69th Haze 122nd year of Ascendancy at 19:04 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Sir Fisticuffs the Thalore Brawler level 35
31st Haze 123rd year of Ascendancy at 16:03 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Sir Fisticuffs the Thalore Brawler level 50
26th Regrowth 125th year of Ascendancy at 03:00 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Sir Fisticuffs the Thalore Brawler level 8
5th Mirth 122nd year of Ascendancy at 12:31 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Sir Fisticuffs the Thalore Brawler level 50
5th Allure 125th year of Ascendancy at 00:03 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 Sir Fisticuffs the Thalore Brawler level 26
12nd Pyre 123rd year of Ascendancy at 05:20 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Sir Fisticuffs the Thalore Brawler level 50
26th Regrowth 125th year of Ascendancy at 03:02 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Sir Fisticuffs the Thalore Brawler level 43
73rd Dusk 124th year of Ascendancy at 17:46 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Sir Fisticuffs the Thalore Brawler level 17
74th Dusk 122nd year of Ascendancy at 06:18 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Sir Fisticuffs the Thalore Brawler level 39
3rd Flare 124th year of Ascendancy at 05:20 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Sir Fisticuffs the Thalore Brawler level 26
11st Pyre 123rd year of Ascendancy at 11:05 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Sir Fisticuffs the Thalore Brawler level 25
71st Regrowth 123rd year of Ascendancy at 22:36 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Sir Fisticuffs the Thalore Brawler level 19
3rd Haze 122nd year of Ascendancy at 09:34 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sir Fisticuffs the Thalore Brawler level 32
23rd Haze 123rd year of Ascendancy at 15:11 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By Sir Fisticuffs the Thalore Brawler level 38
45th Pyre 124th year of Ascendancy at 10:06 see stats
Log
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Today is the 1st Time of Balance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
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Today is the 1st Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
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There is a Unremarkable cave here (press '' or right click to use).
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Today is the 2nd Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
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Today is the 3rd Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:26.
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Today is the 4th Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
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Today is the 5th Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:18.
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Today is the 6th Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
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Today is the 7th Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
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Today is the 8th Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:11.
























































































































































