











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 28 / 76% |
| Size | huge |
| Lifes / Deaths | Killed by Riur the halfling at level 9 on the 4th Dusk 122nd year of Ascendancy at 16:13 / 56Killed by Riur the halfling at level 9 on the 4th Dusk 122nd year of Ascendancy at 16:25 Killed by Riur the halfling at level 9 on the 4th Dusk 122nd year of Ascendancy at 16:36 Killed by Sawtree at level 9 on the 5th Dusk 122nd year of Ascendancy at 02:55 Killed by minotaur at level 9 on the 5th Dusk 122nd year of Ascendancy at 06:31 Killed by minotaur at level 9 on the 5th Dusk 122nd year of Ascendancy at 09:47 Killed by Sawtree at level 9 on the 5th Dusk 122nd year of Ascendancy at 11:34 Killed by Kikobe the Bringer of Doom at level 10 on the 6th Dusk 122nd year of Ascendancy at 09:35 Killed by rogue at level 10 on the 7th Dusk 122nd year of Ascendancy at 13:19 Killed by storm drake hatchling at level 10 on the 8th Dusk 122nd year of Ascendancy at 11:54 Killed by boiling horror at level 12 on the 10th Dusk 122nd year of Ascendancy at 13:31 Killed by Weirdling Beast at level 12 on the 11st Dusk 122nd year of Ascendancy at 03:07 Killed by Weirdling Beast at level 12 on the 11st Dusk 122nd year of Ascendancy at 06:14 Killed by Weirdling Beast at level 12 on the 11st Dusk 122nd year of Ascendancy at 09:51 Killed by Weirdling Beast at level 12 on the 11st Dusk 122nd year of Ascendancy at 16:23 Killed by Weirdling Beast at level 12 on the 11st Dusk 122nd year of Ascendancy at 20:13 Killed by Weirdling Beast at level 12 on the 12nd Dusk 122nd year of Ascendancy at 01:14 Killed by skeleton warrior at level 13 on the 40th Dusk 122nd year of Ascendancy at 06:07 Killed by Weirdling Beast at level 14 on the 7th Haze 122nd year of Ascendancy at 07:40 Killed by Weirdling Beast at level 14 on the 7th Haze 122nd year of Ascendancy at 09:49 Killed by Weirdling Beast at level 14 on the 7th Haze 122nd year of Ascendancy at 10:03 Killed by Weirdling Beast at level 14 on the 7th Haze 122nd year of Ascendancy at 12:14 Killed by armoured skeleton warrior at level 16 on the 31st Haze 122nd year of Ascendancy at 13:02 Killed by greater mummy at level 16 on the 31st Haze 122nd year of Ascendancy at 17:55 Killed by greater mummy at level 16 on the 31st Haze 122nd year of Ascendancy at 18:03 Killed by Cyruta the losselhing at level 17 on the 54th Haze 122nd year of Ascendancy at 03:45 Killed by Cyruta the losselhing at level 17 on the 54th Haze 122nd year of Ascendancy at 08:00 Killed by forest wight at level 17 on the 56th Haze 122nd year of Ascendancy at 00:26 Killed by Elaba the elder vampire at level 17 on the 56th Haze 122nd year of Ascendancy at 06:45 Killed by Elaba the elder vampire at level 17 on the 56th Haze 122nd year of Ascendancy at 08:59 Killed by Aerutha the ritch larva at level 17 on the 57th Haze 122nd year of Ascendancy at 03:30 Killed by snow giant boulder thrower at level 18 on the 67th Haze 122nd year of Ascendancy at 16:34 Killed by Silywe the animated skull at level 19 on the 74th Haze 122nd year of Ascendancy at 05:34 Killed by Silywe the animated skull at level 20 on the 74th Haze 122nd year of Ascendancy at 09:16 Killed by Silywe the animated skull at level 20 on the 74th Haze 122nd year of Ascendancy at 12:01 Killed by Mira at level 20 on the 6th Regrowth 123rd year of Ascendancy at 08:04 Killed by Zubenn the giant ice ant at level 20 on the 7th Regrowth 123rd year of Ascendancy at 08:41 Killed by Zubenn the giant ice ant at level 21 on the 7th Regrowth 123rd year of Ascendancy at 09:59 Killed by Zubenn the giant ice ant at level 21 on the 7th Regrowth 123rd year of Ascendancy at 12:15 Killed by armoured skeleton warrior at level 21 on the 8th Regrowth 123rd year of Ascendancy at 04:05 Killed by Greater Mummy Lord at level 21 on the 8th Regrowth 123rd year of Ascendancy at 20:16 Killed by Mira at level 21 on the 11st Pyre 123rd year of Ascendancy at 00:58 Killed by The Master at level 26 on the 6th Flare 123rd year of Ascendancy at 04:59 Killed by The Master at level 26 on the 6th Flare 123rd year of Ascendancy at 08:57 Killed by The Master at level 26 on the 6th Flare 123rd year of Ascendancy at 17:49 Killed by ghoul at level 26 on the 6th Flare 123rd year of Ascendancy at 21:00 Killed by The Master at level 26 on the 7th Flare 123rd year of Ascendancy at 00:05 Killed by Lord of Skulls (warrior) at level 26 on the 7th Flare 123rd year of Ascendancy at 05:05 Killed by The Master at level 28 on the 30th Dusk 123rd year of Ascendancy at 15:28 Killed by Lord of Skulls (mage) at level 28 on the 30th Dusk 123rd year of Ascendancy at 20:51 Killed by Greater Mummy Lord at level 28 on the 55th Dusk 123rd year of Ascendancy at 08:40 Killed by Greater Mummy Lord at level 28 on the 56th Dusk 123rd year of Ascendancy at 04:34 Killed by poison gas trap at level 28 on the 1st Time of Equilibrium 123rd year of Ascendancy at 09:25 Killed by Xeratta the cutpurse at level 28 on the 1st Time of Equilibrium 123rd year of Ascendancy at 10:17 Killed by Xeratta the cutpurse at level 28 on the 1st Time of Equilibrium 123rd year of Ascendancy at 11:48 Killed by Xeratta the cutpurse at level 28 on the 1st Time of Equilibrium 123rd year of Ascendancy at 14:39 |
Primary Stats
| Strength | 81 (base 24) |
| Dexterity | 63 (base 57) |
| Constitution | 36 (base 32) |
| Magic | 11 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 20 (base 20) |
Resources
| Life | 1049/1049 |
| Stamina | 196/196 |
| Healing Factor | 1.4979202340233 |
| Regeneration | 41.567286494147 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 7 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 160 |
| Accuracy | 65 |
| Crit Chance | 40% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +11% |
| Temporal | +20% |
| Physical | +53% |
| Mind | +5% |
| All | +2% |
Offense: Damage Penetration
| Light | +25% |
| Temporal | +11% |
| Physical | +11% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 52 (69.687909656376%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 23 |
| Mental Save | 32 |
Defense: Resistances
| Physical | + 23%( 70%) |
| Darkness | + 42%( 70%) |
| Light | + 47%( 70%) |
| Cold | + 44%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 26%( 70%) |
| Fire | + 27%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Instadeath Resistance | 100% |
| Blind Resistance | 71% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 510 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 37 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Chant of Fortitude |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed to protect the injured seer from death by giant green ant. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by venom drake. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Nerima the grave wight. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 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 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the temporal explorer from death by Mira. Escort: temporal explorer (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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: 149. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed snow giant kidney. * You've found the needed ritch stinger. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed warg claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Iseyathra the pair of hardened leather boots (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Changes stats: +3 Mag Changes resistances: +9% blight / +7% fire / +5% arcane / +7% cold Reduces incoming crit damage: 10.00% A pair of boots made of leather. |
| Quiver | barbed quiver of elven-wood arrows of annihilation (21/21, 67-94 power, 22 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 67.0 - 93.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +22 Crit. chance: +23.5% Capacity: 21 On weapon crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
| Light source | preserving alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight Life regen: +5.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | defender's voratun helm of absorption (5 def, 11 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +5% Changes resistances: +5% all Physical save: +11 (+3 eff.) Stamina when hit: +1.50 Equilibrium when hit: +1.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | extending dragonbone wand of shielding [power 434] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold pearl ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Armour: +5 Defense: +11 (+3 eff.) Changes resistances: +5% all It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | steel bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +60% Life regen: +9.00 Maximum life: +56.00 Healing mod.: +12% Rings make your fingers look great! |
| Around waist | Borochik the DawnfearCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Wil Changes resistances: +9% light / +9% cold Changes damage: +9% light Spell save: +5 (+2 eff.) Mental save: +17 (+8 eff.) Maximum life: +111.00 Size category: +1 A belt that goes around your waist. |
| In main hand | keeper's elven-wood longbow of true flightRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +14.0% Changes resistances penetration: +11% temporal / +11% physical Changes damage: +18% temporal / +21% physical Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
| On hands | heroic voratun gauntlets of regeneration (0 def, 6 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +6 Fatigue: +5% Mental save: +11 (+6 eff.) Life regen: +1.50 Stamina each turn: +0.60 Psi each turn: +0.24 Maximum life: +65.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | reinforced leather armour 'Daywinnow' (12 def, 7 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +3 Dex Changes resistances penetration: +25% light Changes damage: +30% physical Physical save: +15 (+5 eff.) Life regen: +9.00 Maximum life: +60.00 Light radius: +3 Healing mod.: +18% A suit of armour made of leather. This item has been sent to the Item's Vault. |
| Cloak | Torchwilter the linen cloak (1 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +14 Defense: +1 (+0 eff.) Changes resistances: +1% physical / +12% cold Changes resistances penetration: +5% fire Changes damage: +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +23% light / +26% darkness Blindness immunity: +71% Infravision radius: +7 Sight radius: +2 See invisible: +12 Amulets make your neck look great! |
Inventory
Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
Prismatic Rune (6 turns; mind, physical, nature, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 mind, 4 physical, 3 nature, 4 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+5 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
cleansing steel amulet of healingInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% nature / +11% blight Poison immunity: +20% Disease immunity: +21% Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 122 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
serendipitous stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +10 Defense: +5 (+2 eff.) Changes stats: +9 Lck Critical mult.: +15.00% Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
Voidtitan the steel ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Dex / +5 Cun / +2 Con Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Spell save: +10 (+5 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Maximum stamina: +11.00 Rings make your fingers look great! |
copper bloodstone ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag / +5 Wil / +8 Cun Changes resistances: +24% light Changes damage: +12% light / +6% blight Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +60% Maximum mana: +60.00 Spellpower: +6 (+6 eff.) Spell crit. chance: +3% Mindpower: +7 (+4 eff.) Infravision radius: +3 Rings make your fingers look great! |
gladiator's gold ring of light (+28%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +7 Str / +6 Con Changes resistances: +28% light Changes damage: +14% light Rings make your fingers look great! |
gold bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Mag Stun/Freeze immunity: +60% Spellpower: +8 (+8 eff.) Rings make your fingers look great! |
gold ring of corrosion (+30%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +30% acid Changes damage: +15% acid Rings make your fingers look great! |
gold ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Blindness immunity: +21% Infravision radius: +4 See stealth: +6 See invisible: +5 Rings make your fingers look great! |
mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +27.00 Rings make your fingers look great! |
savior's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Physical save: +7 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Rings make your fingers look great! |
savior's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +9 (+3 eff.) Spell save: +9 (+4 eff.) Mental save: +18 (+9 eff.) Confusion immunity: +29% Rings make your fingers look great! |
steel ring of light (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% light Changes damage: +12% light Rings make your fingers look great! |
warrior's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +6 (+3 eff.) Confusion immunity: +22% Rings make your fingers look great! |
Spectral Blade (26-42 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+5 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. This item has been sent to the Item's Vault. |
elm longbow of piercingRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +9% all Longbows are used to shoot arrows at your foes. |
ranger's yew longbow of enduringRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Changes stats: +5 Dex / +8 Wil / +11 Con Maximum life: +51.00 Longbows are used to shoot arrows at your foes. |
blurring hardened leather belt of burglaryRequires: - Level 15 Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Changes stats: +5 Dex / +4 Cun / +6 Lck Trap disarming bonus: +6 Stealth bonus: +14 Infravision radius: +4 A belt that goes around your waist. This item has been sent to the Item's Vault. |
Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+4 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+10 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
elven-silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +18% acid / +19% physical / +19% fire / +15% cold / +15% all Changes damage: +15% acid / +11% physical / +17% fire / +15% cold Talent cooldown: Refit Golem (-4 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +26% Confusion immunity: +28% Stun/Freeze immunity: +26% Stamina each turn: +0.40 Maximum stamina: +22.00 A pair of boots made of leather. |
stone warden's rough leather gloves of strength (+2) (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +8 Armour Hardiness: +6% Changes stats: +2 Str / +6 Con Changes resistances: +4% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rejuvenating stralite mail armour of the deep (4 def, 12 armour)Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +9% acid / +8% cold Allows you to breathe in: water Life regen: +2.00 Stamina each turn: +1.10 A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+10 eff.) Mindpower: +10 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
rejuvenating drakeskin leather armour of command (32 def, 16 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +32 (+9 eff.) Fatigue: +8% Changes stats: +4 Cun Mental save: +17 (+8 eff.) Life regen: +3.50 Stamina each turn: +1.50 A suit of armour made of leather. |
The Titan's Quiver (18/18, 62-87 power, 20 apr)Requires: - Dexterity 20 - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 50% Dex, 70% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. This item has been sent to the Item's Vault. |
Void Quiver (0/0, 45-63 power, 120 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Str, 40% Mag, 70% Dex Damage type: Temporal darkness Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. This item has been sent to the Item's Vault. |
barbed quiver of dragonbone arrows of corruption (23/23, 60-84 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 60.0 - 84.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +18.0% Capacity: 23 When this weapon hits: Curse of Death (20% chance level 5). On weapon crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of the Iron Throne (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Maximum life: +38.00 Maximum stamina: +24.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Corrupted heart of the Sandworm QueenPowered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
Armydedan the UndeathrebelInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Effects on melee hit: * 10% chance to slow global speed by 38% Critical mult.: +10.00% Mental save: +6 (+3 eff.) Only die when reaching: -20.00 life Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal alchemist's lamp of the sunPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +7% darkness Changes damage: +7% light Damage affinity(heal): +5% light Spellpower: +9 (+9 eff.) Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 48.85 light damage. At talent level 3 you gain 10% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
2 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 after 40 turns Activation costs 202 power out of 302/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
6 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Mira the Thalore Archer level 10
6th Dusk 122nd year of Ascendancy at 12:41 see stats
Catch that Plumpkin! (Exploration mode)
Finish the Plumpkin event.By Mira the Thalore Archer level 20
74th Haze 122nd year of Ascendancy at 11:56 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Mira the Thalore Archer level 28
18th Haze 123rd year of Ascendancy at 08:26 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Mira the Thalore Archer level 18
68th Haze 122nd year of Ascendancy at 18:35 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mira the Thalore Archer level 14
7th Haze 122nd year of Ascendancy at 18:13 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Mira the Thalore Archer level 10
6th Dusk 122nd year of Ascendancy at 00:31 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Mira the Thalore Archer level 20
74th Haze 122nd year of Ascendancy at 09:08 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Mira the Thalore Archer level 20
6th Allure 123rd year of Ascendancy at 13:14 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Mira the Thalore Archer level 27
5th Dusk 123rd year of Ascendancy at 03:10 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Mira the Thalore Archer level 26
6th Flare 123rd year of Ascendancy at 01:42 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Mira the Thalore Archer level 23
23rd Pyre 123rd year of Ascendancy at 08:54 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mira the Thalore Archer level 23
44th Pyre 123rd year of Ascendancy at 13:26 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Mira the Thalore Archer level 20
2nd Decay 122nd year of Ascendancy at 18:02 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Mira the Thalore Archer level 23
44th Pyre 123rd year of Ascendancy at 02:27 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Mira the Thalore Archer level 20
80th Haze 122nd year of Ascendancy at 04:20 see stats
Log
Today is the 5th Decay of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:15.
You transfer wrathful voratun shield of the stars (0 def, 10 armour, 203 block) to the online item's vault.
Saving done.
Saving game...
Saving done.








































































































