









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Proper Possession 1.7.0
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Faerie Race Temp Fix 1.5.2Adds in a playable Faerie Race. Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Harrier class 1.7.0Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua. Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Class: Demolisher 1.7.0A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. High Quality Sounds 1.7.2Replaces a selection of sounds with higher quality versions. First release focuses primarily on UI, Actions and Talents from the base game. Future releases will handle the DLC's, various creatures and minor adjustments to tone down some sounds that prove to be an annoyance. Content consists of only sound assets to try and have the highest possible compatibility with future patches. DISCLAMER: These are not sounds I personally created from scratch but where taken from various sources. I take no credit in the creation of these sounds, only the selecting, editing, converting and packaging all this as a mod. I do this just for fun and to enhance a game I love to play. If you are an original creator and is somehow not cool with this, please let me know and I will remove that material. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Improved Adventurer 1.7.2Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. More Taints 1.7.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Inferno Race Pack 1.4.0Adds a collection of my races. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Items Vault 1.7.0Donators/Buyers bonus! Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dark Faerie |
| Class | Enchanter |
| Level / Exp | 28 / 100% |
| Size | tiny |
| Lifes / Deaths | Killed by corrupted copperhead snake at level 3 on the 75th Pyre 122nd year of Ascendancy at 14:00 5 / 1 |
Primary Stats
| Strength | 37 (base 20) |
| Dexterity | 47 (base 10) |
| Constitution | 15 (base 20) |
| Magic | 110 (base 60) |
| Willpower | 62 (base 27) |
| Cunning | 53 (base 16) |
Resources
| Life | 269/269 |
| Mana | 499/499 |
| Stamina | 311/311 |
| Healing Factor | 1.0960311219417 |
| Regeneration | 0.27400778048543 |
Speed
| Mental | +46.60526938617% |
| Attack | 0% |
| Movement | +20% |
| Spell | +93.21053877234% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 1 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 162 |
| Accuracy | 41 |
| Crit Chance | 26% |
| APR | 9 |
| Speed | 0.68 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 33% |
| Speed | 0.51757011100637 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +40% |
| Acid | +40% |
| Nature | +49% |
| Mind | +57% |
| Cold | +79% |
| Physical | +39% |
| Fire | +94% |
| All | +34% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +25% |
Defense: Base
| Armour (hardiness) | 26 (30%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 7 |
| Physical Save | 38 |
| Spell Save | 51 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 20%( 76%) |
| Physical | + 20%( 70%) |
| Cold | + 45%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 20%( 76%) |
| Lightning | + 20%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Knockback Resistance | 10% |
| Stun Resistance | 29% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 243 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (52% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1872% for 14 turns (281 total) and instantly restoring 94 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 709 life over 7 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (52% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Disenchantment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane enchantments | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced martial enchantments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Enhancement | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Ordered hedgemagic | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Martial enchantments | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Inanimation | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Adventure / Partner | 1.00 |
| 0/50 |
| 0/50 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Spell / Force | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Mana alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Race / Dark-faerie | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shock Hands |
| talent | Shielding |
| talent | Defensive Posture |
| beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +93% Combat Speed: +47% All Damage: +32% |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
Escort the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell) | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | 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: 84. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed orc heart. * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed bloated horror heart. * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. 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 pouch of faeros ash. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of squid ink. * You've found the needed naga tongue. | active |
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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Frost Treads (7 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane/NatureEnchantment: Light Armour While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +7 (+3 eff.) Fatigue +7% Resistance +10% nature +20% cold Spell save +3 (+1 eff.) other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. This object's appearance was changed to Boots of the Hunter. |
| Light source | Guardian's Bell Guardian's Bell1.0 Encumbrance lite [Unique] Nature While equipped: Stats +10 Dex +10 Mag offense ------ Spellpower +30 (+7 eff.) defense ------ Resistance +12% blight +12% darkness Max Resistance +6% blight +6% darkness other ------- Light +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| On head | Crown of Burning Pain (13 def, 0 armour)4.0 Encumbrance T3 head armor [Unique] ArcaneEnchantment: Heavy Armour While equipped: Stats +6 Cun +6 Wil offense ------ Damage +35% fire defense ------ Defense +13 (+5 eff.) Resistance +35% fire Physical save +4 (+2 eff.) Stun Resist +9% Meteor Rain: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 142.24 fire and 102.01 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
| Tool | extending stralite torque of mindblast [power 386] (15 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Arcane/PsionicEnchantment: Charm Blast the opponent's mind dealing 608 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite ring 'Xerura'0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +15% nature +3% mind defense ------ Resistance +30% nature +12% lightning Unlife -20.00 life Healmod +5% Stun Resist +20% Knockbk Resist +10% Rings make your fingers look great! |
| On fingers | Silimira the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +2 Str +3 Mag +3 Wil +2 Con defense ------ Physical save +4 (+2 eff.) other ------- Light +3 See Invis +9 Rings make your fingers look great! |
| Around waist | Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Arcane/NatureEnchantment: Light Armour While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+5 eff.) defense ------ Defense +6 (+2 eff.) Spell save +3 (+1 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In main hand | elven-wood magestaff 'Lisovea' (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Rare] Master Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +13.00% Spellpower +12 (+3 eff.) Damage +6% acid +25% fire +15% mind Ignore resists +10% physical On-Hit (Melee): * 10% chance to reduce armor by 41% defense ------ Armor +4 Physical save +6 (+3 eff.) Unlife -40.00 life other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Plague-Fire Sceptre. |
| On hands | Bregeneg (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Rare] Arcane/MasterEnchantment: Heavy Armour While equipped: Stats +8 Dex offense ------ Mind Crit +5% Ignore resists +5% physical Accuracy +13 (+5 eff.) defense ------ Armor +2 Unlife -20.00 life other ------- Infravision +1 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. |
| Main armor | Robe of Force (20 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane/PsionicEnchantment: Light Armour While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +20 (+7 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+4 eff.) Spell save +4 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 59.49 to 74.36 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. This object's appearance was changed to Temporal Augmentation Robe - Designed In-Style. |
| Cloak | murderer's kruk cloak of the Shaloren (5 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane/MasterEnchantment: Light Armour While equipped: Stats +2 Dex +2 Mag +2 Wil +2 Cun offense ------ Accuracy +3 (+1 eff.) Ignore Armor +4 defense ------ Defense +5 (+2 eff.) Spell save +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. This object's appearance was changed to Destala's Scales. |
| Around neck | Pendant of the Deep Pendant of the Deep0.1 Encumbrance T1 amulet jewelry [Unique] Arcane While equipped: Stats +8 Wil +8 Mag offense ------ Damage +10% cold defense ------ Resistance +20% cold other ------- Mana/turn +0.50 On Spell Hit: 15% Ice Shards 1 The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
Inventory
Prismatic Rune (8 turns; lightning, physical, blight, arcane, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (52% of a turn) Is: a spell Description: Activate the rune to create a shield for 8 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 5 blight, 4 arcane, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (52% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 529; dur 6; cd 23)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 529.38 acid damage. The corrosive acid will also disarm enemies struck for 6 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
taint of acceleration (5 reduced cooldowns)0.1 Encumbrance T1 taint scroll [Rare] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Corrupted energies refresh all you, lowering your cooldowns by 5. However, for the next 5 turns, all talents used will go on double cooldown. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of amnesia (Target has 1 talents put onto cooldown)0.1 Encumbrance T1 taint scroll [Rare] Arcane When inscribed on your body: Range 6 Cooldown: 17 Usage Speed: Spell (52% of a turn) Is: a spell Description: Activate this Taint on an enemy to cause them to forget their own skills. This places up to 1 of their talents on cooldown for 3-5 turns. This also puts one of your own talents on cooldown for 2-4 turns. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of blood magic (10 extra spellpower for 5 turns)0.1 Encumbrance T1 taint scroll [Rare] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Use your life force to power your abilities for 5 turns. All resources costs are converted into positive life costs. This increases your spellpower by 10 but decreases your physical save by 10. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of bone thorns (42 bleeding damage when hit for 5 turns)0.1 Encumbrance T1 taint scroll [Rare] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Causes sharp thorns of bone to sprout from your bones for 5 turns. These bones inflict 41.83 bleeding damage on anyone who hits you. This also increases your armour and armour hardiness by 15. However these thorns have no regard for you own flesh and cause you to bleed as well (5 damage per turn). Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of inversion (25% damage affinity all for 5 turns)0.1 Encumbrance T1 taint scroll [Rare] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Wrap twisted threads of time around you for 5 turns. You gain 25% damage affinity all and 25% of all damage you do is converted into healing. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of the banshee (157 damage and confuse for 5 turns)0.1 Encumbrance T1 taint scroll [Rare] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Spell (52% of a turn) Is: a spell Description: You release a scream full of pain and sorrow, all who hear it take 157.43 mind damage and are confused (20 power) for 5 turns. This scream is so powerful that you are silenced for 0 turns. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of the devourer (1 effects / 10 heal)0.1 Encumbrance T1 taint scroll [Rare] Arcane When inscribed on your body: Range 5 Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the taint on a foe, removing up to 1 physical or magical effects, or any sustained talents from it and healing you for 10 per effect. Also removes a random effect or sustain from yourself (and heals). Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of the reaper (10 extra physical power for 5 turns)0.1 Encumbrance T1 taint scroll [Rare] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Charge yourself with death for 5 turns. Everytime a creature dies you draw energy from it and regain 10 stamina/mana/vim/psi/hate (spread to whichever are not at maximum). This increases your physical power by 10 but decreases your spell save by 10. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of the shade (20 evasion for 5 turns)0.1 Encumbrance T1 taint scroll [Rare] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Become semi-corporeal for 5 turns, allowing you to walk through walls. Your semi-corporeal state grants you 20% evasion but also reduces your healing by 20%. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
pixie's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Cun +4 Mag offense ------ Spellpower +7 (+1 eff.) Accuracy +10 (+4 eff.) Ignore Armor +9 defense ------ Defense +10 (+4 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 125% 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! |
stralite greatmaul 'Murkire' (56-84 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Rare] Arcane/NatureEnchantment: Weapon Weapon Damage 56.0 - 84.0 Physical Uses 50% Mag, 120% Str Mastery Enchant Weapon Accuracy Bonus +0.2% base damage (max 20%) Accuracy +11 Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +16 nature While equipped: Stats +1 Str +2 Mag +6 Con defense ------ Resistance +9% nature Massive two-handed mauls. |
flaming stralite greatsword of massacre (60-97 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 60.5 - 96.8 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +12 fire Massive two-handed swords. |
enhanced elven-wood longbow of dexterity (+11)4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +11 Str +11 Dex +9 Mag +11 Wil +6 Cun +5 Con offense ------ Ignore resists +9% physical Longbows are used to shoot arrows at your foes. |
Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 521, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Ravenmonster of the Blightspawn (2 def, 16 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore resists +10% fire Accuracy +5 (+2 eff.) Ignore Armor +5 When Hit 8 darkness 4 fire When Hit: * 35% chance to reduce strength, dexterity, and constitution by 31 * 23% chance to reduce damage dealt by 25% defense ------ Armor +16 Defense +2 (+1 eff.) Resistance +6% fire +6% darkness +32% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (5 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] ArcaneEnchantment: Light Armour While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +15% arcane defense ------ Defense +5 (+2 eff.) Resistance +9% all Spell save +2 (+1 eff.) An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. This object's appearance was changed to Temporal Augmentation Robe - Designed In-Style. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Plagueripper the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Mag +2 Con offense ------ On-Hit 8 darkness Damage +5% darkness +10% arcane Ignore resists +15% arcane defense ------ Armor +2 Fatigue +3% Resistance +6% nature +5% arcane +7% darkness Physical save +16 (+6 eff.) Spell save +5 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
umbral drakeskin leather gloves of magic (+3) (7 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego] ArcaneEnchantment: Light Armour While equipped: Stats +3 Mag offense ------ On-Hit 5 darkness Damage +4% arcane +5% darkness defense ------ Armor +3 Defense +7 (+3 eff.) Resistance +11% darkness Spell save +4 (+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. |
Cloud Caller (5 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Arcane/NatureEnchantment: Light Armour While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Defense +5 (+2 eff.) Resistance +10% lightning +10% cold Spell save +2 (+1 eff.) A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 56.90 to 170.71 lightning damage (113.81 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Naloren Cap (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Master While equipped: other ------- Breathe water This cap looks quite plain, but is imbued with a water-breathing enchantment. |
bladed dwarven-steel helm of might (0 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Ego++] Arcane/MasterEnchantment: Heavy Armour While equipped: Stats +5 Str +3 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +4 Physical save +4 (+2 eff.) Stun Resist +8% Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 169.0 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Crown of the Elements. |
Piercing Gaze (5 def, 25 armour, 180 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Unique] ArcaneEnchantment: Heavy Armour Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+2 eff.) Ranged Defense +19 (+7 eff.) Fatigue +6% Resistance +10% acid +10% physical +10% lightning +10% fire Damage Reduction +0 all Physical save +4 (+2 eff.) other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
12 hematite 12 hematite0.0 Encumbrance T2 black gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
11 nuummite 11 nuummite0.0 Encumbrance T1 black gem [Normal] While equipped: Stun Resist +20% Item imbue powers: Stun Resist +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stun Resist +40% Item imbue powers: Stun Resist +40% Latent Damage Type: Darkness When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
5 agate0.0 Encumbrance T1 blue gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Lightning When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
43 alchemist agate0.0 Encumbrance T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Lightning When used as a pommel gem: +30% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue 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: Lightning When used as a pommel gem: Damage burst on hit (radius 1): +20 cold. Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Weepwake (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +6% mind Ignore resists +20% nature +16% physical When Hit 2 nature On-Hit (Melee): * 10% chance to reduce all saves and defense by 30 defense ------ Resistance +6% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 jade0.0 Encumbrance T3 green gem [Normal] While equipped: Damage +6% all Defense +20 (+7 eff.) Item imbue powers: Damage +6% all Defense +20 (+7 eff.) Latent Damage Type: Nature When used as a pommel gem: +20 Nature Slow damage on hit. Gems can be sold for money or used in arcane rituals. |
3 malachite 3 malachite0.0 Encumbrance T2 green gem [Normal] While equipped: Damage +4% all Defense +15 (+5 eff.) Item imbue powers: Damage +4% all Defense +15 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 verdite 8 verdite0.0 Encumbrance T1 green gem [Normal] While equipped: Damage +2% all Defense +10 (+4 eff.) Item imbue powers: Damage +2% all Defense +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane When used as a pommel gem: Talent on hit: 10% chance to cast Manathrust level 2. Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning When used as a pommel gem: Talent on hit: 10% chance to cast Golem Eye Beam level 3. This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 Encumbrance T3 plant misc [Plot Item] Unknown While carried: offense ------ Damage +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
7 carnelian 7 carnelian0.0 Encumbrance T2 red gem [Normal] While equipped: Combat Speed +4% Spell Speed +4% Mind Speed +4% Item imbue powers: Combat Speed +4% Spell Speed +4% Mind Speed +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Combat Speed +6% Spell Speed +6% Mind Speed +6% Item imbue powers: Combat Speed +6% Spell Speed +6% Mind Speed +6% Latent Damage Type: Fire When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 red gem [Normal] While equipped: Combat Speed +2% Spell Speed +2% Mind Speed +2% Item imbue powers: Combat Speed +2% Spell Speed +2% Mind Speed +2% Latent Damage Type: Fire When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 244/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance 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. |
4 geode 4 geode0.0 Encumbrance T3 stone gem [Normal] While equipped: Life Regen +1.50 Healmod +10% Stamina/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: Life Regen +1.50 Healmod +10% Stamina/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.0 Encumbrance T2 stone gem [Normal] While equipped: Life Regen +1.00 Healmod +10% Stamina/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: Life Regen +1.00 Healmod +10% Stamina/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.0 Encumbrance T1 stone gem [Normal] While equipped: Life Regen +0.50 Healmod +10% Stamina/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: Life Regen +0.50 Healmod +10% Stamina/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Critical power +4.00% Ignore resists +4% all Item imbue powers: Critical power +4.00% Ignore resists +4% all Latent Damage Type: Acid When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 violet gem [Normal] While equipped: Critical power +2.00% Ignore resists +2% all Item imbue powers: Critical power +2.00% Ignore resists +2% all Latent Damage Type: Acid When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
8 sugilite 8 sugilite0.0 Encumbrance T3 violet gem [Normal] While equipped: Critical power +6.00% Ignore resists +6% all Item imbue powers: Critical power +6.00% Ignore resists +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Flareraider [power 275] (15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +4 Cun +10 Str offense ------ On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% fire Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Fire a magical bolt dealing 386 acid damage Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing elm wand of shielding [power 110] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 153 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing yew wand of lightning storm [power 230] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 64 lightning damage and will be dazed for 1 turn (322 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration [power 225] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Fire a magical bolt dealing 404 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 opal0.0 Encumbrance T3 white gem [Normal] While equipped: Armor +12 Resistance +3% all Item imbue powers: Armor +12 Resistance +3% all Latent Damage Type: Cold When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 Encumbrance T1 white gem [Normal] While equipped: Armor +5 Resistance +1% all Item imbue powers: Armor +5 Resistance +1% all Latent Damage Type: Cold When used as a pommel gem: +15% weapon speed. Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T2 white gem [Normal] While equipped: Armor +8 Resistance +2% all Item imbue powers: Armor +8 Resistance +2% all Latent Damage Type: Cold When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +8.0% Spell Crit +8% Mind Crit +8% Item imbue powers: Physical Crit +8.0% Spell Crit +8% Mind Crit +8% Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Stun for 3 turns. Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Latent Damage Type: Light When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
6 tiger's eye 6 tiger's eye0.0 Encumbrance T3 yellow gem [Normal] While equipped: Physical Crit +6.0% Spell Crit +6% Mind Crit +6% Item imbue powers: Physical Crit +6.0% Spell Crit +6% Mind Crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Latent Damage Type: Light When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Chez Chezton the Dark Faerie Enchanter level 22
25th Regrowth 123rd year of Ascendancy at 11:13 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Chez Chezton the Dark Faerie Enchanter level 17
55th Haze 122nd year of Ascendancy at 09:44 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Chez Chezton the Dark Faerie Enchanter level 20
10th Decay 122nd year of Ascendancy at 06:36 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Chez Chezton the Dark Faerie Enchanter level 15
48th Haze 122nd year of Ascendancy at 22:20 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Chez Chezton the Dark Faerie Enchanter level 26
66th Regrowth 123rd year of Ascendancy at 21:35 see stats
Exterminator
Killed 1000 creatures.By Chez Chezton the Dark Faerie Enchanter level 19
74th Haze 122nd year of Ascendancy at 05:29 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Chez Chezton the Dark Faerie Enchanter level 19
75th Haze 122nd year of Ascendancy at 10:04 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Chez Chezton the Dark Faerie Enchanter level 22
25th Regrowth 123rd year of Ascendancy at 10:40 see stats
Level 10
Got a character to level 10.By Chez Chezton the Dark Faerie Enchanter level 10
9th Haze 122nd year of Ascendancy at 22:48 see stats
Level 20
Got a character to level 20.By Chez Chezton the Dark Faerie Enchanter level 20
9th Decay 122nd year of Ascendancy at 21:15 see stats
Poisonous
Sided with the assassin lord.By Chez Chezton the Dark Faerie Enchanter level 20
3rd Allure 123rd year of Ascendancy at 18:44 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Chez Chezton the Dark Faerie Enchanter level 25
61st Regrowth 123rd year of Ascendancy at 11:01 see stats
Size matters
Did over 600 damage in one attack.By Chez Chezton the Dark Faerie Enchanter level 19
74th Haze 122nd year of Ascendancy at 15:05 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Chez Chezton the Dark Faerie Enchanter level 22
25th Regrowth 123rd year of Ascendancy at 11:13 see stats
That was close
Killed your target while having only 1 life left.By Chez Chezton the Dark Faerie Enchanter level 8
79th Pyre 122nd year of Ascendancy at 21:55 see stats
The Arena
Unlocked Arena mode.By Chez Chezton the Dark Faerie Enchanter level 9
5th Mirth 122nd year of Ascendancy at 03:15 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Chez Chezton the Dark Faerie Enchanter level 22
25th Regrowth 123rd year of Ascendancy at 11:13 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Chez Chezton the Dark Faerie Enchanter level 25
60th Regrowth 123rd year of Ascendancy at 16:58 see stats
The secret city
Discovered the truth about mages.By Chez Chezton the Dark Faerie Enchanter level 13
22nd Haze 122nd year of Ascendancy at 00:57 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Chez Chezton the Dark Faerie Enchanter level 27
80th Regrowth 123rd year of Ascendancy at 05:07 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Chez Chezton the Dark Faerie Enchanter level 28
19th Pyre 123rd year of Ascendancy at 04:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Chez Chezton the Dark Faerie Enchanter level 19
74th Haze 122nd year of Ascendancy at 19:19 see stats
Well trained
Deal one million damage to training dummies in a single training session.By Chez Chezton the Dark Faerie Enchanter level 27
1st Pyre 123rd year of Ascendancy at 09:03 see stats





































































