











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 50 / 2615% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 29 on the 11st Regrowth 123rd year of Ascendancy at 05:00 7 / 1 |
Primary Stats
| Strength | 34 (base 19) |
| Dexterity | 52 (base 35) |
| Constitution | 22 (base 16) |
| Magic | 128 (base 62) |
| Willpower | 100 (base 55) |
| Cunning | 116 (base 60) |
Resources
| Life | 939/939 |
| Mana | 683/683 |
| Positive | 177/177 |
| Soul | 15/16 |
| Healing Factor | 1.6424166372472 |
| Regeneration | 38.514670143447 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 10 |
| See Stealth | 91.500694348103 |
| See Invisible | 106.5006943481 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 128 |
| Accuracy | 41 |
| Crit Chance | 56% |
| APR | 19 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 108 |
| Crit Chance | 90% |
| Speed | 1 |
Offense: Mind
| Mindpower | 77 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +44% |
| Cold | +46% |
| All | +19% |
| Darkness | +148% |
| Temporal | +31% |
| Physical | +38% |
| Mind | +43% |
| Fire | +25% |
| Lightning | +22% |
Offense: Damage Penetration
| Darkness | +69% |
| Light | +5% |
| Physical | +15% |
| Cold | +53% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 77.165739260871 (30%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 1 |
| Physical Save | 76 |
| Spell Save | 114 |
| Mental Save | 104 |
Defense: Resistances
| Acid | + 57%( 70%) |
| Blight | + 48%( 70%) |
| Arcane | + 55%( 70%) |
| Cold | + 70%( 70%) |
| All | + 31%( 70%) |
| Lightning | + 64%( 70%) |
| Light | + 63%( 70%) |
| Temporal | + 40%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Mind | + 45%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 30% |
| Bleed Resistance | 100% |
| Teleport Resistance | 55% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 85% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 799 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 221 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of flesh | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Dreadmaster | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of bones | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.50 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Death | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Lich | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Reaping |
| talent | Eternal Night |
| talent | Utterly Destroyed |
| talent | Grim Shadow |
| talent | Chant of Resistance |
| talent | Corruption of the Doomed |
| talent | Doomed For Eternity |
| talent | Erupting Shadows |
| talent | Defensive Posture |
| talent | Golden Age of Necromancy |
| talent | Spikes of Decrepitude |
| talent | Hiemal Shield |
| beneficial effect | Physical power, spellpower and all saves increased by 60. Commander of the Dead |
| detrimental effect | Zone-wide effect: +10% mind damage, -10% mind resistance, -10% spellpower, -20% silence immunity. Eerie silence |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You abandoned lost defiler, to death. Escort: lost defiler (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by red crystal. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost warrior from death by cold drake hatchling. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 2411. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 288 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
| Light source | Voidflash the dwarven lantern1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex +7 Wil dps ---------- Spell.crit +6% Phys.pwr +20 (+5 eff.) Spell.pwr +6 (+1 eff.) Dmg.mod +9% physical +3% cold +21% darkness +14% mind Res.pen +15% physical Acc +15 (+5 eff.) ----- def ----- Resists +13% blight +15% darkness +11% light Affinity +5% darkness Blind- +50% Confus- +30% ---------- misc Light +11 Infravis +10 See.Stealth +25 See.Invis +40 The wearer is treated as an undead. The wearer no longer has to breathe. Moonlight Ray: Puts all charms on 7 cooldown Level 5.5 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 795.81 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Skyvein (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +11 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% lightning ----- def ----- Defense +3 (+0 eff.) Resists +3% temporal Shield.pwr +8% Mind.save +11 (+2 eff.) HP.reg +5.20 Disarm- +20% Pinning- +20% A pointy cloth hat, very wizardly... |
| Tool | Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 298.68 temporal and 565.60 darkness damage (based on Magic). Uses 17 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
| On fingers | Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. The set is complete. While equipped: dps ---------- Spell.pwr +18 (+3 eff.) Dmg.mod +24% darkness +10% cold ----- def ----- Resists +15% darkness +10% cold Spell.save +8 (+1 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 Talent level: +1 Call of the Crypt. Talent level: +1 Rime Wraith. Talent level: +1 Dread. Talent level: +1 Boneyard. Talent level: +1 Call of the Mausoleum. Impending Doom: Level 4.5 Pwr.cost 34 out of 40/40. Range 7 Travel.spd instantaneous Is necromancy a spell Description: Your target's doom draws near. Its healing factor is reduced by 80%, and it will take 133% of its remaining life (or 1334.66, whichever is lower) over 10 turns as frostdusk damage. This spell is so powerful that every 3 turns it tears a part of the target's soul, generating one soul for you. The damage will increase with your Spellpower. 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. This item has been sent to the Item's Vault. |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% light Melee Ret 4 light ----- def ----- Resists +15% light Max.HP +175.00 HP.reg +18.00 Heal.mod +14% Disarm- +85% Pinning- +92% Knockbk- +85% ---------- misc Light +1 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 21 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In main hand | Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. The set is complete. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+6 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Master necromancer +0.20 Spell/Master of flesh +0.20 Spell/Animus +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. This item has been sent to the Item's Vault. |
| On hands | Hellsqueller the drakeskin leather gloves (0 def, 9 armour)1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +6 Str dps ---------- Phys.crit +20.0% Spell.crit +20% Mind.crit +20% Crit.mult +15.00% Phys.pwr +20 (+5 eff.) Mind.pwr +10 (+3 eff.) Melee+ 40 mind 40 darkness Melee Ret 4 fire On Hit (Melee): * 25% chance to reduce all saves and defense by 42 * 24% chance to reduce strength, dexterity, and constitution by 41 ----- def ----- Armour +9 Resists +12% blight +3% fire +9% darkness Mind.save +6 (+1 eff.) Max.HP +80.00 Unarmed combat: Power 54.5 - 60.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +5 Crit +19.0% Atk.spd 100% On Hit: 10% Reproach 5 On Hit: 10% Battle Shout 5 On Crit: 20% Cripple 5 Ruined Earth: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+3 eff.) Mind.save +15 (+3 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
| Cloak | shadow elven-silk cloak of fog (10 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +23% darkness Res.pen +16% darkness ----- def ----- Defense +10 (+2 eff.) Resists +22% fire +18% light +18% darkness Stealth +30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Kiln's kiss'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +9 (+2 eff.) Phys.spd +10% Dmg.mod +3% fire +10% physical Melee Ret 4 fire ----- def ----- Resists +30% mind +3% light Crit.chn- 5.00% Phys.save +25 (+6 eff.) Spell.save +25 (+4 eff.) Mind.save +31 (+6 eff.) Heal.mod +40% Cut- +80% Disarm- +10% Confus- +74% Heal: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 538 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
shatter afflictions rune of the warrior (absorb 100; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. 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! |
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 (+3 eff.) Mind.save -7 (-1 eff.) Max.HP +20.00 Try to not die... 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. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
clarifying steel amulet of mastery (0.10 Spell / Nightfall)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% mind Confus- +20% ---------- misc Masteries +0.10 Spell/Nightfall Amulets make your neck look great! |
copper amulet 'Unlightrupture'0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% light Res.pen +5% acid Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce armor by 52% ----- def ----- Resists +6% darkness ---------- misc Light +1 Amulets make your neck look great! |
grounding steel amulet of magic (+2)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
stabilizing steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +16% temporal Pinning- +25% Knockbk- +20% Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +13% temporal Pinning- +23% Knockbk- +25% Amulets make your neck look great! |
steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil Amulets make your neck look great! |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 43 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 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. |
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. |
Tuladunagrim the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% darkness Res.pen +25% blight ----- def ----- Resists +24% darkness ---------- misc Vim/s.crit +2.00 Max.mana +60.00 Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 29.21 cold and 27.60 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Master of Disasters You have set the ring to grant you Master of Disasters! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
gladiator's steel ring of light (+24%)0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% light ----- def ----- Resists +24% light Rings make your fingers look great! |
marksman's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% nature Acc +6 (+2 eff.) ----- def ----- Resists +22% nature Rings make your fingers look great! |
mule's stralite ring of luminosity0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag dps ---------- Melee+ 26 light Ranged+ 19 light Dmg.mod +14% light ----- def ----- Fatigue -8% ---------- misc Max.enc +28 Rings make your fingers look great! |
savior's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Phys.save +7 (+2 eff.) Spell.save +7 (+1 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
solipsist's voratun ring of time (+13%)0.1 T5 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +11 (+3 eff.) Dmg.mod +13% temporal ----- def ----- Resists +13% temporal Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+1 eff.) Rings make your fingers look great! |
warrior's copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Resists +10% physical Rings make your fingers look great! |
warrior's steel ring of arcana (+0.15/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Silence- +20% ---------- misc Mana/turn +0.15 Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+1 eff.) Rings make your fingers look great! |
wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Max.HP +22.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
Poltergeist's Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +2 Str +2 Dex +6 Mag +2 Wil +6 Cun +2 Con dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 5.9 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 706.01 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
The Black Spike (48-67 power, 20 apr)3.0 T5 longsword 1H weapon Reqs Str 40 [Unique] Arcane Power 48.0 - 67.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [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 (+8 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 170 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." |
cashmere cloak 'Coalvenom' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness +3% temporal Res.pen +15% arcane +15% darkness Melee Ret 6 arcane ----- def ----- Defense +2 (+0 eff.) Resists +3% temporal Max.HP +39.00 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. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+0 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
pair of hardened leather boots 'Relguziladir' (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Str dps ---------- Phys.crit +4.0% Phys.pwr +10 (+2 eff.) Res.pen +15% darkness +15% temporal Melee Ret 6 acid ----- def ----- Armour +3 Resists +15% acid +26% temporal +21% darkness Def/telep +17 Res/telep +15% Dur/telep +21% A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of disengagement (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +5 Silence- +38% Confus- +37% Stun/Frz- +29% Disengage: Puts all charms on 13 cooldown Level 2.5 Pwr.cost 13 out of 15/15. 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 154% 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. A pair of boots made of leather. |
undeterred pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +28% Confus- +29% Stun/Frz- +20% A pair of boots made of leather. |
Isiwe the drakeskin leather gloves (0 def, 15 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Wil +13 Con dps ---------- Melee+ 19 light Dmg.mod +7% light ----- def ----- Armour +15 Hardiness +9% Resists +6% acid +7% physical +21% light +3% fire Disarm- +58% Pinning- +10% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 27.5 - 30.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Disarm 5 On Hit: 5% Stone Touch 5 On Hit: 20% Searing Light 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Str +3 Dex +5 Mag +5 Wil +4 Cun dps ---------- Spell.pwr +5 (+0 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% arcane Phys.save +6 (+1 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +10.0% Atk.spd 100% Melee+ +11 arcane On Hit: 10% Set Up 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 nature Dmg.mod +3% nature Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +6% nature Unarmed combat: Power 9.0 - 9.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Unarmed combat: Power 12.0 - 13.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dourrebel (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Defense +1 (+0 eff.) Resists +9% fire +12% darkness +6% cold A pointy cloth hat, very wizardly... |
Glykira the Brightrock (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +6% temporal +3% fire +1% physical HP.reg +4.00 Heal.mod +20% Def/telep +10 Res/telep +10% Dur/telep +10% A pointy cloth hat, very wizardly... |
Ularand the Bogminister (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +15 Str +9 Dex +2 Cun dps ---------- Dmg.mod +18% mind On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Armour +3 Fatigue +3% Crit.chn- 10.00% ---------- misc Light +3 Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 210.0 Physical damage. If the attack hits, the target is confused (39% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Ulfurim (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Dex +2 Wil dps ---------- Phys.crit +2.0% Dmg.mod +11% nature ----- def ----- Defense +1 (+0 eff.) Resists +16% nature Die.at -20.00 life A pointy cloth hat, very wizardly... |
Umbrahunger the cashmere wizard hat (2 def, 4 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +6 Str +3 Cun +1 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 33% ----- def ----- Armour +4 Defense +2 (+0 eff.) Resists +1% physical Mind.save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
miner's rough leather cap of the depths (0 def, 3 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +7% cold ---------- misc Infravis +2 Breathe water A cap made of leather. |
12 agate0.0 T1 black 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: Acid Gems can be sold for money or used in arcane rituals. |
1364 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. |
12 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
9 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) 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. |
Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 94 power out of 110/110 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 68 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 88.82 cold damage and 83.91 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 323.96 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 323.96 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
alchemist's lamp 'Gloombreacher'1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Dex +2 Cun +2 Con dps ---------- Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 33% ----- def ----- Resists +12% darkness Mind.save +11 (+2 eff.) ---------- misc Light +4 See.Stealth +16 See.Invis +26 A normal brass lantern, enhanced by alchemy to make it brighter. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 43 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
74 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. |
25 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. |
22 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. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 847.28 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
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. |
Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+1 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 60 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
quick iron torque of psionic shield [power 17] (17 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 17 for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
12 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. |
Ravenpower [power 100] (13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 41 ----- def ----- Resists +6% blight +5% arcane Fire a magical bolt dealing 125 fire damage Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
18 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. |
28 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
30 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. |
12 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. |
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 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. |
5 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. |
11 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. |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Ctdarhu the Lich Necromancer level 35
23rd Regrowth 123rd year of Ascendancy at 15:22 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ctdarhu the Doomelf Necromancer level 28
10th Decay 122nd year of Ascendancy at 16:19 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Ctdarhu the Lich Necromancer level 32
15th Regrowth 123rd year of Ascendancy at 04:23 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Ctdarhu the Lich Necromancer level 33
17th Regrowth 123rd year of Ascendancy at 04:15 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Ctdarhu the Lich Necromancer level 40
35th Regrowth 123rd year of Ascendancy at 15:33 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 Ctdarhu the Lich Necromancer level 50
59th Dusk 123rd year of Ascendancy at 07:31 see stats
Atamathoned! (Nightmare (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Ctdarhu the Lich Necromancer level 50
64th Haze 123rd year of Ascendancy at 04:12 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Ctdarhu the Lich Necromancer level 44
16th Dusk 123rd year of Ascendancy at 13:17 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Ctdarhu the Lich Necromancer level 39
32nd Regrowth 123rd year of Ascendancy at 18:38 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Ctdarhu the Lich Necromancer level 50
38th Haze 123rd year of Ascendancy at 02:54 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ctdarhu the Doomelf Necromancer level 27
74th Haze 122nd year of Ascendancy at 07:06 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Ctdarhu the Lich Necromancer level 50
49th Dusk 123rd year of Ascendancy at 18:26 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Ctdarhu the Lich Necromancer level 37
29th Regrowth 123rd year of Ascendancy at 10:52 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Ctdarhu the Lich Necromancer level 39
30th Regrowth 123rd year of Ascendancy at 10:30 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Ctdarhu the Lich Necromancer level 50
43rd Haze 123rd year of Ascendancy at 15:41 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ctdarhu the Doomelf Necromancer level 19
75th Dusk 122nd year of Ascendancy at 12:03 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ctdarhu the Doomelf Necromancer level 27
64th Haze 122nd year of Ascendancy at 23:03 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Ctdarhu the Lich Necromancer level 30
12nd Regrowth 123rd year of Ascendancy at 20:09 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Ctdarhu the Lich Necromancer level 50
36th Haze 123rd year of Ascendancy at 05:00 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Ctdarhu the Lich Necromancer level 50
49th Dusk 123rd year of Ascendancy at 20:52 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Ctdarhu the Lich Necromancer level 50
46th Dusk 123rd year of Ascendancy at 04:00 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Ctdarhu the Doomelf Necromancer level 6
76th Pyre 122nd year of Ascendancy at 02:22 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 Ctdarhu the Doomelf Necromancer level 28
10th Decay 122nd year of Ascendancy at 14:23 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 Ctdarhu the Lich Necromancer level 50
59th Dusk 123rd year of Ascendancy at 08:22 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Ctdarhu the Lich Necromancer level 36
26th Regrowth 123rd year of Ascendancy at 15:10 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ctdarhu the Doomelf Necromancer level 10
4th Mirth 122nd year of Ascendancy at 08:14 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ctdarhu the Doomelf Necromancer level 20
76th Dusk 122nd year of Ascendancy at 11:09 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Ctdarhu the Lich Necromancer level 30
11st Regrowth 123rd year of Ascendancy at 20:32 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Ctdarhu the Lich Necromancer level 40
34th Regrowth 123rd year of Ascendancy at 21:19 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Ctdarhu the Lich Necromancer level 50
36th Dusk 123rd year of Ascendancy at 07:01 see stats
Lichform (Nightmare (Adventure) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Ctdarhu the Lich Necromancer level 29
11st Regrowth 123rd year of Ascendancy at 05:00 see stats
May the 4th be with you!
.By Ctdarhu the Doomelf Necromancer level 16
65th Dusk 122nd year of Ascendancy at 02:49 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By Ctdarhu the Doomelf Necromancer level 22
79th Dusk 122nd year of Ascendancy at 08:08 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Ctdarhu the Lich Necromancer level 50
35th Haze 123rd year of Ascendancy at 18:12 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Ctdarhu the Lich Necromancer level 47
27th Dusk 123rd year of Ascendancy at 14:02 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ctdarhu the Doomelf Necromancer level 22
26th Haze 122nd year of Ascendancy at 12:35 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Ctdarhu the Lich Necromancer level 47
33rd Dusk 123rd year of Ascendancy at 19:24 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Ctdarhu the Lich Necromancer level 33
16th Regrowth 123rd year of Ascendancy at 08:27 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Ctdarhu the Lich Necromancer level 37
29th Regrowth 123rd year of Ascendancy at 12:16 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Ctdarhu the Lich Necromancer level 50
43rd Haze 123rd year of Ascendancy at 15:40 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Ctdarhu the Doomelf Necromancer level 3
75th Pyre 122nd year of Ascendancy at 06:04 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ctdarhu the Doomelf Necromancer level 9
78th Pyre 122nd year of Ascendancy at 10:17 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Ctdarhu the Doomelf Necromancer level 28
10th Decay 122nd year of Ascendancy at 16:19 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By Ctdarhu the Lich Necromancer level 50
63rd Haze 123rd year of Ascendancy at 19:17 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Ctdarhu the Lich Necromancer level 50
43rd Haze 123rd year of Ascendancy at 15:41 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Ctdarhu the Doomelf Necromancer level 12
10th Mirth 122nd year of Ascendancy at 19:16 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Ctdarhu the Lich Necromancer level 41
60th Regrowth 123rd year of Ascendancy at 14:07 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Ctdarhu the Doomelf Necromancer level 26
54th Haze 122nd year of Ascendancy at 14:00 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ctdarhu the Doomelf Necromancer level 17
69th Dusk 122nd year of Ascendancy at 11:41 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ctdarhu the Lich Necromancer level 32
15th Regrowth 123rd year of Ascendancy at 00:41 see stats
Log
You gain 4.30 gold from the transmogrification of fortifying steel mail armour of fire resistance (2 def, 6 armour).
You gain 0.20 gold from the transmogrification of hardened leather cap (0 def, 3 armour).
You gain 5.88 gold from the transmogrification of eldritch cashmere wizard hat (2 def, 0 armour).
You gain 5.05 gold from the transmogrification of dragonslayer's hardened leather cap of trickery (0 def, 3 armour).
You gain 7.50 gold from the transmogrification of Gloves of the Firm Hand (0 def, 8 armour).
You gain 4.51 gold from the transmogrification of miner's pair of hardened leather boots of tirelessness (0 def, 9 armour).
You gain 4.64 gold from the transmogrification of murderer's cashmere cloak of Eldoral (2 def, 0 armour).
You gain 3.58 gold from the transmogrification of enveloping cashmere cloak of implacability (8 def, 0 armour).
You gain 11.47 gold from the transmogrification of infernal yew starstaff of invocation (20-24 power, 4 apr, temporal element).
You gain 23.23 gold from the transmogrification of ash longbow 'Lavaprophet'.
You gain 4.03 gold from the transmogrification of quick steel dagger of disruption (12-16 power, 6 apr).
You gain 24.36 gold from the transmogrification of Sparkgrind the steel dagger (22-29 power, 6 apr).
You gain 22.86 gold from the transmogrification of Earthtaint (10-13 power, 6 apr).
You gain 20.05 gold from the transmogrification of Bokiyafang the Nimbusgrit (12-16 power, 6 apr).
You gain 22.65 gold from the transmogrification of Blazesear the dwarven-steel dagger (28-37 power, 7 apr).
You gain 10.36 gold from the transmogrification of caustic dwarven-steel battleaxe of evisceration (34-50 power, 2 apr).
You gain 4.81 gold from the transmogrification of wizard's gold ring of warding.
You gain 3.33 gold from the transmogrification of pixie's steel ring of blight (+12%).
You gain 15.00 gold from the transmogrification of The Black Ring.
You gain 25.00 gold from the transmogrification of Glaregrind the steel amulet.
You gain 5.00 gold from the transmogrification of Earthen Beads.
You gain 1.06 gold from the transmogrification of teleportation rune of the warrior (range 77; cd 17).
You gain 1.08 gold from the transmogrification of shatter afflictions rune of the psychic (absorb 137; cd 20).
You gain 0.80 gold from the transmogrification of shatter afflictions rune (absorb 108; cd 16).
You gain 2.02 gold from the transmogrification of movement infusion of the sneak (speed 877%; cd 16).
You gain 1.16 gold from the transmogrification of healing infusion of the wizard (heal 310; cd 10).
You gain 1.24 gold from the transmogrification of healing infusion of the warrior (heal 149; cd 11).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.




































































































































































