Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Extra Dungeons 1.1.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Adventurer Plus Addon 1.1.3Incompatibilities: There shouldn't be, unless you name your class "Hero" also. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Hero |
| Level / Exp | 50 / 2029% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 140.84572750917 (base 60) |
| Dexterity | 50.845727509168 (base 10) |
| Constitution | 51 (base 36) |
| Magic | 46 (base 33) |
| Willpower | 87 (base 40) |
| Cunning | 106 (base 55) |
Resources
| Mana | 736/736 |
| Psi | 117/117 |
| Vim | 394/394 |
| Life | 1922/1922 |
| Positive | 36/177 |
| Stamina | 344/344 |
| Hate | 49/111 |
| Healing Factor | 1 |
| Regeneration | 0.99999999999981 |
Speed
| Mental | +12.83966364295% |
| Attack | 0% |
| Movement | 0% |
| Spell | +12.83966364295% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 18 |
| See Stealth | 22 |
| See Invisible | 31 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon |
Offense: Mainhand
| Damage | 230 |
| Accuracy | 66 |
| Crit Chance | 129% |
| APR | 42 |
| Speed | 0.89 |
Offense: Offhand
| Damage | 120 |
| Accuracy | 66 |
| Crit Chance | 124% |
| APR | 36 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 65.397592568622 |
| Crit Chance | 65% |
| Speed | 0.88621320528234 |
Offense: Mind
| Mindpower | 77.930715938646 |
| Crit Chance | 71% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +26% |
| Physical | +60% |
| Mind | +25% |
| All | +11% |
| Darkness | +25% |
| Light | +26% |
| Temporal | +21% |
| Fire | +25% |
| Arcane | +23% |
Offense: Damage Penetration
| Blight | +10% |
| Physical | +32% |
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 87.6 (100%) |
| Defense | 52.432001542736 |
| Ranged Defense | 54.432001542736 |
| Fatigue | 18 |
| Physical Save | 66.751159470435 |
| Spell Save | 58.136211084512 |
| Mental Save | 71.325 |
Defense: Resistances
| Acid | + 60%( 70%) |
| Physical | + 55%( 70%) |
| Cold | + 64%( 70%) |
| All | + 29%( 70%) |
| Mind | + 43%( 70%) |
| Lightning | + 45%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 42%( 70%) |
| Darkness | + 38%( 70%) |
| Arcane | + 33%( 70%) |
| Fire | + 50%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Pinning Resistance | 5% |
| Confusion Resistance | 40% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 92% |
| Bleed Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4.0 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 602.58 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 583 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 190 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.20 |
| 1/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Psionic / Absorption | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Spell / Aegis | 1.20 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Corruption / Hexes | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Thermal Shield |
| talent | Arcane Shield |
| talent | Charged Shield |
| talent | Shadow Combat |
| talent | Shadow Feed |
| talent | Premonition |
| talent | Shielding |
| talent | Beyond the Flesh |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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: 377. | 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. | 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 Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% Special effect when this weapon hits: 25% chance to damage nearby creatures Damage when this weapon hits: +30 infective blight Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away nearby foes, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
| Quiver | Quiver of Domination (14/14, 24-33.6 power, 8 apr) Quiver of Domination (14/14, 24-33.6 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 60% Dex, 50% Str Damage type: Mind Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 14 Special effect when this weapon crits: dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
| On hands | heroic drakeskin leather gloves of war-making (0 def, 9 armour) heroic drakeskin leather gloves of war-making (0 def, 9 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +9 Critical mult.: +23.00% Mental save: +13 Maximum life: +80.00 Spell crit. chance: +17% Mental crit. chance: +18% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | dwarven lantern 'Glorurina' dwarven lantern 'Glorurina'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +2 Defense: +2 Changes stats: +7 Wil Damage when the wearer hits(melee): 29 dreamforge Damage when the wearer is hit: 28 dreamforge Changes resistances: +5% arcane / +10% fire / +6% nature / +3% light / +3% darkness / +10% mind Changes damage: +14% mind Mental save: +12 Blindness immunity: +42% Confusion immunity: +30% Pinning immunity: +5% Light radius: +15 See stealth: +22 See invisible: +22 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 61 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Chalozilathad the drakeskin leather cap (6 def, 14 armour) Chalozilathad the drakeskin leather cap (6 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 Armour: +14 Defense: +6 Fatigue: -5% Changes stats: +9 Str / +6 Wil Damage when the wearer is hit: 22 physical Changes resistances: +2% physical / +7% all Changes resistances penetration: +15% physical / +10% blight Physical save: +15 Mental save: +15 Maximum stamina: +5.00 Light radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1052.83 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 Armour: +20 Armour Hardiness: +20% Defense: +8 Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% physical / +15% acid Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. This item has been sent to the Item's Vault. |
| Tool | The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 25 physical bleed Damage when the wearer is hit: 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 Mindpower: +10 This item does not take a turn to use. It can be used to activate talent Animate Blade (costing 25 power out of 25/25) : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
| On fingers | voratun ring 'Koruchik' voratun ring 'Koruchik'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Armour: +16 Ranged Defense: +6 Changes stats: +8 Str / +10 Dex / +20 Cun Damage when the wearer hits(melee): 34 bleed / 20 gloom Hate when firing a critical mind attack: +3.00 Psi per kill: +3.00 Maximum hate: +11.00 Mental crit. chance: +4% Defense after a teleport: +15 Life regen bonus (wilder-summons): +2.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 33%. Rings can have magical properties. |
| Around neck | voratun amulet 'Beloma' voratun amulet 'Beloma'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +6.0% Defense: +6 Damage when the wearer hits(melee): 15 darkness / 14 light Damage when the wearer is hit: 14 darkness / 15 light Changes resistances: +30% cold / +3% lightning / +9% acid / +3% temporal Changes damage: +15% light / +15% blight / +14% darkness / +14% fire Allows you to breathe in: water Critical mult.: +35.00% Spell save: +3 Cut immunity: +5% Stun/Freeze immunity: +15% Spellpower: +14 Resist all after a teleport: +4% Amulets can have magical properties. |
| In main hand | Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon hits: Attempt to devour a low HP enemy, striking again and possibly killing instantly. Special effect when this weapon kills: Enter a Rampage(Shared 30 turn cooldown). When wielded/worn: Accuracy: +18 Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if HP falls under 20% (Shared 30 turn cooldown) Current Cooldown: 30 "Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took up to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time.". |
| Around waist | ravager's drakeskin leather belt of valiance ravager's drakeskin leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +17% physical Changes damage: +17% physical Mental save: +14 Maximum life: +108.00 A belt that goes around your waist. |
| In off hand | voratun longsword 'Bloomhue' (42.5-59.5 power, 6 apr) voratun longsword 'Bloomhue' (42.5-59.5 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage conversion: 20% nature / 50% fire When wielded/worn: Armour penetration: +15 Physical crit. chance: +29.0% Changes stats: +3 Str Damage when the wearer hits(melee): 4 nature Changes resistances penetration: +15% fire Changes damage: +12% arcane Critical mult.: +20.00% Mana each turn: +0.04 Maximum mana: +20.00 See invisible: +9 Global speed: +5% Sharp, long, and deadly. |
| Cloak | Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Requires: - Level 35 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 Changes stats: +4 Dex / +8 Wil / +6 Cun Damage when the wearer is hit: 30 mind Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.10 Cursed / Gloom +0.10 Cursed / Darkness Stealth bonus: +12 Mental save: +10 Hate per kill: +5.00 Mindpower: +8 Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 18 power out of 18/18) : Effective talent level: 5.2 Power cost: 18 out of 18/18. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 6 spots in a radius of 3 around the targeted location. The dark deals 56 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. This item has been sent to the Item's Vault. |
| Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% physical / +20% fire / +20% cold / +20% lightning / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
Rune of Reflection (absorb and reflect 330 for 5 turns) Rune of Reflection (absorb and reflect 330 for 5 turns)Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 169 damage for 5 turns. The effect will scale with your magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. This item has been sent to the Item's Vault. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
vitalizing stralite amulet of vision vitalizing stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Physical save: +13 Blindness immunity: +27% Life regen: +1.90 Maximum life: +62.00 Infravision radius: +6 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun battleaxe (55-82.5 power, 4 apr) voratun battleaxe (55-82.5 power, 4 apr)Requires: - Strength 48 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +25 Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.0 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 14.10 acid and 16.01 blight damage. If not cleared after five turns it will inflict 199.74 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deads. This dagger serves evil. |
Searpulverizer the voratun dagger (36.5-47.45 power, 9 apr) Searpulverizer the voratun dagger (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage when this weapon hits: +4 fire Damage against: +15% Humanoid / +20% Giant When wielded/worn: Armour penetration: +11 Physical crit. chance: +12.0% Physical power: +12 Changes stats: +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +12% physical Critical mult.: +16.00% Disarm immunity: +28% Life regen: +0.20 Stamina each turn: +0.40 Maximum stamina: +20.00 Mindpower: +12 Healing mod.: +10% Sharp, short and deadly. |
voratun greatmaul (68-102 power, 4 apr) voratun greatmaul (68-102 power, 4 apr)Requires: - Strength 48 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Massive two-handed maul. |
Relgykalthodar the Lightningstun (58.5-93.6 power, 4 apr) Relgykalthodar the Lightningstun (58.5-93.6 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 mind / +4 lightning Burst (radius 2) on crit: +4 mind / +8 lightning Damage conversion: 59% nature When wielded/worn: Physical power: +35 Changes stats: +17 Con Damage when the wearer hits(melee): 4 darkness Changes resistances: +3% mind / +3% lightning / +3% darkness / +12% all Changes resistances penetration: +18% nature / +33% physical Disarm immunity: +84% Massive two-handed swords. |
voratun greatsword (59.5-95.2 power, 4 apr) voratun greatsword (59.5-95.2 power, 4 apr)Requires: - Strength 48 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed swords. |
Brightpride (13-14.3 power, 32 apr, nature damage) Brightpride (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +2 Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +3 Cun / +3 Con Damage when the wearer is hit: 7 lightning / 6 physical Changes resistances: +4% physical / +12% fire / +16% lightning / +6% mind Changes resistances penetration: +10% lightning / +6% physical Changes damage: +16% lightning / +7% physical Physical save: +6 Mental save: +6 Disarm immunity: +10% Maximum psi: +37.00 Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. 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." |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. This item has been sent to the Item's Vault. |
voratun waraxe (40-56 power, 6 apr) voratun waraxe (40-56 power, 6 apr)Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 Changes stats: +10 Cun / +10 Wil Damage when the wearer hits(melee): 35 mind / 10 gloom Damage when the wearer is hit: 35 mind / 10 gloom Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves-his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Dazzlewrither (5 def, 0 armour) Dazzlewrither (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +5 Mag / +4 Wil / +7 Cun Changes resistances: +3% nature / +13% blight / +9% darkness Changes resistances penetration: +10% light Critical mult.: +27.00% Poison immunity: +10% Silence immunity: +31% Pinning immunity: +15% Life regen: +5.70 Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +3.00 Maximum life: +85.00 Spellpower: +13 Mental crit. chance: +8% Light radius: +2 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 Changes stats: +5 Dex / +5 Mag / +5 Cun Damage when the wearer is hit: 15 darkness / 15 cold Changes resistances: +30% cold / +30% darkness / +30% temporal Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 Healing mod.: -15% It can be used to turn yourself invisible for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to double the damage taken. This rugged jacket is subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This item has been sent to the Item's Vault. |
caller's reinforced leather armour of thunder (4 def, 7 armour) caller's reinforced leather armour of thunder (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +21 Armour: +7 Defense: +4 Fatigue: +8% Changes stats: +8 Str / +8 Mag / +7 Wil Changes resistances: +9% physical / +9% fire / +10% cold / +14% lightning / +11% nature Spellpower: +21 Spell crit. chance: +9% Mindpower: +21 Mental crit. chance: +4% A suit of armour made of leather. |
Crystalline Voratun plate armour (18.7 def, 32.3 armour) Crystalline Voratun plate armour (18.7 def, 32.3 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. When wielded/worn: Armour: +32 Defense: +19 Fatigue: +26% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +15% physical / +35% arcane Physical save: +25 Spell save: +35 Poison immunity: +60% Disease immunity: +60% A suit of armour made of metal plates. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
513 alchemist agate 513 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
12 onyx 12 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
17 aquamarine 17 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
16 opal 16 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
10 sapphire 10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
19 topaz 19 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
17 emerald 17 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
13 jade 13 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Xiba the alchemist's lamp Xiba the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +15% mind Critical mult.: +10.00% Mental crit. chance: +1% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern dwarven lantern1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 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) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +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. |
79 alchemist bloodstone 79 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 bloodstone 9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
10 fire opal 10 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
13 garnet 13 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
13 ruby 13 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 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) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
18 amethyst 18 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
12 diamond 12 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
12 moonstone 12 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
13 quartz 13 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
12 amber 12 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
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 Bonedust II the Skeleton Hero level 39
64th Regrowth 124th year of Ascendancy at 15:53 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Bonedust II the Skeleton Hero level 40
7th Pyre 124th year of Ascendancy at 01:31 see stats
A living one! (Nightmare (Adventure) difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Bonedust II the Skeleton Hero level 50
24th Haze 124th year of Ascendancy at 07:43 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Bonedust II the Skeleton Hero level 38
48th Regrowth 124th year of Ascendancy at 06:45 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Bonedust II the Skeleton Hero level 33
58th Haze 123rd year of Ascendancy at 00:20 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Bonedust II the Skeleton Hero level 44
62nd Pyre 124th year of Ascendancy at 15:37 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 Bonedust II the Skeleton Hero level 44
27th Dusk 124th year of Ascendancy at 08:06 see stats
Atamathoned! (Nightmare (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Bonedust II the Skeleton Hero level 50
13rd Regrowth 125th year of Ascendancy at 09:45 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Bonedust II the Skeleton Hero level 50
43rd Haze 124th year of Ascendancy at 08:44 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Bonedust II the Skeleton Hero level 43
60th Pyre 124th year of Ascendancy at 05:05 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Bonedust II the Skeleton Hero level 39
72nd Regrowth 124th year of Ascendancy at 09:01 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Bonedust II the Skeleton Hero level 40
1st Pyre 124th year of Ascendancy at 22:34 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Bonedust II the Skeleton Hero level 50
71st Haze 124th year of Ascendancy at 13:30 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Bonedust II the Skeleton Hero level 20
36th Pyre 123rd year of Ascendancy at 21:08 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Bonedust II the Skeleton Hero level 42
41st Pyre 124th year of Ascendancy at 16:47 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Bonedust II the Skeleton Hero level 50
17th Haze 124th year of Ascendancy at 12:22 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Bonedust II the Skeleton Hero level 50
7th Allure 125th year of Ascendancy at 03:28 see stats
Explorer (Nightmare (Adventure) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Bonedust II the Skeleton Hero level 40
7th Pyre 124th year of Ascendancy at 04:36 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Bonedust II the Skeleton Hero level 15
29th Haze 122nd year of Ascendancy at 18:24 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bonedust II the Skeleton Hero level 28
10th Dusk 123rd year of Ascendancy at 18:40 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Bonedust II the Skeleton Hero level 50
10th Decay 124th year of Ascendancy at 09:52 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Bonedust II the Skeleton Hero level 50
10th Decay 124th year of Ascendancy at 13:33 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 Bonedust II the Skeleton Hero level 18
6th Decay 122nd year of Ascendancy at 08:31 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 Bonedust II the Skeleton Hero level 46
27th Dusk 124th year of Ascendancy at 23:43 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Bonedust II the Skeleton Hero level 10
12nd Dusk 122nd year of Ascendancy at 08:07 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Bonedust II the Skeleton Hero level 20
17th Pyre 123rd year of Ascendancy at 15:37 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Bonedust II the Skeleton Hero level 30
76th Dusk 123rd year of Ascendancy at 18:17 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Bonedust II the Skeleton Hero level 40
1st Time of Balance 124th year of Ascendancy at 04:04 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Bonedust II the Skeleton Hero level 50
78th Dusk 124th year of Ascendancy at 07:24 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Bonedust II the Skeleton Hero level 39
64th Regrowth 124th year of Ascendancy at 22:42 see stats
Now, this is impressive! (Nightmare (Adventure) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Bonedust II the Skeleton Hero level 50
6th Regrowth 125th year of Ascendancy at 14:39 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Bonedust II the Skeleton Hero level 50
9th Decay 124th year of Ascendancy at 19:55 see stats
Pest Control (Nightmare (Adventure) difficulty)
Killed 1000 reproducing vermin.By Bonedust II the Skeleton Hero level 42
42nd Pyre 124th year of Ascendancy at 08:15 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Bonedust II the Skeleton Hero level 48
51st Dusk 124th year of Ascendancy at 01:06 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Bonedust II the Skeleton Hero level 11
64th Dusk 122nd year of Ascendancy at 16:46 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Bonedust II the Skeleton Hero level 25
76th Pyre 123rd year of Ascendancy at 14:30 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Bonedust II the Skeleton Hero level 50
9th Haze 124th year of Ascendancy at 12:53 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Bonedust II the Skeleton Hero level 20
39th Pyre 123rd year of Ascendancy at 07:59 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Bonedust II the Skeleton Hero level 42
42nd Pyre 124th year of Ascendancy at 01:27 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Bonedust II the Skeleton Hero level 50
7th Allure 125th year of Ascendancy at 03:27 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Bonedust II the Skeleton Hero level 50
24th Regrowth 125th year of Ascendancy at 12:34 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Bonedust II the Skeleton Hero level 29
67th Dusk 123rd year of Ascendancy at 21:54 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Bonedust II the Skeleton Hero level 8
2nd Dusk 122nd year of Ascendancy at 03:24 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Bonedust II the Skeleton Hero level 40
7th Pyre 124th year of Ascendancy at 01:31 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Bonedust II the Skeleton Hero level 28
16th Dusk 123rd year of Ascendancy at 12:23 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Bonedust II the Skeleton Hero level 50
7th Allure 125th year of Ascendancy at 03:28 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Bonedust II the Skeleton Hero level 50
9th Decay 124th year of Ascendancy at 19:56 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Bonedust II the Skeleton Hero level 12
74th Dusk 122nd year of Ascendancy at 14:37 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Bonedust II the Skeleton Hero level 47
48th Dusk 124th year of Ascendancy at 18:39 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Bonedust II the Skeleton Hero level 48
53rd Dusk 124th year of Ascendancy at 01:40 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers compound.By Bonedust II the Skeleton Hero level 18
8th Pyre 123rd year of Ascendancy at 19:56 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Bonedust II the Skeleton Hero level 30
1st Time of Equilibrium 123rd year of Ascendancy at 18:27 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Bonedust II the Skeleton Hero level 20
46th Pyre 123rd year of Ascendancy at 09:00 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Bonedust II the Skeleton Hero level 37
47th Regrowth 124th year of Ascendancy at 17:16 see stats
Well trained (Nightmare (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Bonedust II the Skeleton Hero level 50
19th Regrowth 125th year of Ascendancy at 04:31 see stats
Log
Saving done.
You transfer Ring of the Dead to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Blindsorrow the dragonbone starstaff (30-36 power, 6 apr, light damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Lost Staff of Archmage Tarelion (30-36 power, 4 apr, arcane damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Airpunish the elven-wood starstaff (34-40.8 power, 5 apr, physical damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Sceptre of the Archlich (40-48 power, 12 apr, darkness damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Telos's Staff Crystal to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Tome of Uttercold to the online item's vault.
Saving done.
Saving game...
Saving done.
