












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:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 50 / 1701% |
| Size | huge |
| Lifes / Deaths | Killed by worm that walks at level 19 on the 20th Haze 122nd year of Ascendancy at 16:27 5 / 2Killed by Artapal The Sunny at level 21 on the 48th Haze 122nd year of Ascendancy at 14:16 |
Primary Stats
| Strength | 98 (base 64) |
| Dexterity | 65 (base 28) |
| Constitution | 54 (base 10) |
| Magic | 125 (base 64) |
| Willpower | 28 (base 10) |
| Cunning | 113 (base 60) |
Resources
| Life | 1339/1339 |
| Positive | 117/117 |
| Healing Factor | 1.3997803169826 |
| Regeneration | 4.5492860301934 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 8 |
| Lite | 11 |
Offense: Mainhand
| Damage | 228 |
| Accuracy | 63 |
| Crit Chance | 64% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +56% |
| Light | +192% |
| Fire | +54% |
| Nature | +32% |
| Physical | +29% |
| Cold | +35% |
| All | +23% |
Offense: Damage Penetration
| Darkness | +40% |
| Light | +85% |
| Temporal | +38% |
| Nature | +50% |
| Physical | +45% |
| Acid | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 41 (30%) |
| Defense | 75 |
| Ranged Defense | 75 |
| Fatigue | 13 |
| Physical Save | 56 |
| Spell Save | 68 |
| Mental Save | 58 |
Defense: Resistances
| Blight | + 48%( 70%) |
| Arcane | + 48%( 70%) |
| Cold | + 59%( 70%) |
| All | + 35%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 47%( 70%) |
| Darkness | + 80%( 80%) |
| Fire | + 60%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Disarm Resistance | 50% |
| Silence Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 43% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 725 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 184 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 965% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Secrets of the Eternals |
| talent | Second Life |
| talent | Searing Sight |
| talent | Weapon of Wrath |
| talent | Retribution |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+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 Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | 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: 1715. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 within7 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Faluhor (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +4 Wil +4 Cun +6 Con dps ---------- Dmg.mod +6% physical Res.pen +15% darkness +13% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +3% Resists +15% darkness +18% temporal Phys.save +10 (+3 eff.) Spell.save +20 (+5 eff.) Mind.save +7 (+2 eff.) Max.HP +60.00 Heal.mod +10% Def/telep +10 Res/telep +12% Dur/telep +19% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Quiver of the Sun (25/25, 142% power, 15 apr)3.0 T4 arrow ammo [Unique] Arcane Power 142% Range: 1.4x Uses 60% Dex, 70% Mag, 50% Str Dmg Bright light Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
| Light source | Smolderreaper1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +27% light +31% fire Melee Ret 6 light ----- def ----- Resists +5% arcane Mind.save +18 (+5 eff.) Max.HP +100.00 ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
| On hands | Blindguile (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +12% light Res.pen +10% acid ----- def ----- Armour +3 Fatigue +5% Resists +20% light +20% blight Phys.save +19 (+6 eff.) Spell.save +8 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 397 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | savage's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +2 Con dps ---------- Melee+ 10 light Ranged+ 23 light Dmg.mod +15% light ----- def ----- Spell.save +15 (+4 eff.) ---------- misc Max.stam +21.00 Rings make your fingers look great! |
| On fingers | pixie's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +8 Cun +14 Mag dps ---------- Spell.pwr +13 (+3 eff.) Melee+ 25 light Ranged+ 27 light Dmg.mod +16% light Rings make your fingers look great! |
| Around neck | wanderer's voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +7 Dex +10 Cun +7 Con dps ---------- Mov.spd +10% Melee+ 11 light 15 darkness Dmg.mod +15% light +14% darkness On Melee Ret: * 8% chance to reduce damage dealt by 22% * 5% chance to blind ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Stam/turn +1.10 Amulets make your neck look great! |
| In main hand | Vileprophet the voratun mace (157% power, 6 apr)3.0 T5 mace 1H weapon [Rare] Arcane Power 157% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 190 damage over 5 turns and reducing armor and accuracy by 24 While equipped: dps ---------- Dmg.mod +12% cold +18% light +9% nature Res.pen +25% nature ----- def ----- Resists +9% nature +15% light Blunt and deadly. |
| Around waist | Geteruikhad1.0 T5 belt armor [Rare] Nature While equipped: Stats +4 Str +5 Dex +5 Con dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +20% physical Melee Ret 4 physical ----- def ----- Defense +30 (+7 eff.) Phys.save +9 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | voratun shield 'Zubukira' (0 def, 10 armour, 178% power, 202.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 179% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +202 Melee+ +20 light +14 darkness While equipped: Stats +2 Str +5 Dex +8 Mag +10 Cun +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +20% light +19% darkness ----- def ----- Armour +10 Fatigue +8% Resists +20% light +20% darkness +27% cold +5% arcane +29% fire Die.at -40.00 life ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Daythorn the elven-silk cloak (13 def, 4 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +3 Str +8 Dex +3 Cun +3 Con dps ---------- Dmg.mod +9% light Res.pen +10% light Acc +5 (+1 eff.) Apr +7 On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Defense +13 (+4 eff.) Resists +3% lightning Phys.save +17 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +18 (+5 eff.) ---------- misc Stam/turn +1.40 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Limmir's Amulet of the Moon0.1 T3 amulet jewelry [Unique] While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Armour +5 Resists +5% all Amulets make your neck look great! |
Viledream the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 19 light 18 darkness Dmg.mod +16% light +21% darkness Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 53% On Melee Ret: * 20% chance to reduce damage dealt by 22% * 22% chance to blind ----- def ----- Resists +15% lightning ---------- misc Masteries +0.40 Celestial/Combat Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Chamykalthotogrim the stralite ring0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +30 (+7 eff.) S.pwr/crit +6 Res.pen +25% blight ----- def ----- Silence- +44% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.34 Vim/s.crit +2.00 Max.mana +100.00 Rings make your fingers look great! |
Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +7 Cun +1 Mag dps ---------- Spell.pwr +20 (+5 eff.) S.pwr/crit +4 Melee+ 21 physical Ranged+ 14 physical Dmg.mod +18% acid +17% nature On Hit (Melee): * 18% chance to reduce all saves and defense by 26 On Hit (Ranged): * 16% chance to reduce all saves and defense by 26 ----- def ----- Defense +15 (+4 eff.) Resists +36% acid +6% fire +34% nature ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag dps ---------- Melee+ 15 light Ranged+ 16 light Dmg.mod +11% light Rings make your fingers look great! |
stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 27 physical Ranged+ 9 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 26 On Hit (Ranged): * 15% chance to reduce all saves and defense by 26 ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
truestriking voratun battleaxe of ruin (169% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Master Power 169% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +16.0% Crit.mult +41.00% Res.pen +9% physical Acc +23 (+6 eff.) Apr +32 Massive two-handed battleaxes. |
The Black Spike (159% power, 20 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 160% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +5% all ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Awakened Staff of Absorption (172% power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+11 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Daystreak the dragonbone magestaff (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Spell.crit +16% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Dmg.mod +12% physical +6% light +30% cold Res.pen +10% darkness +15% light Acc +10 (+3 eff.) ---------- misc Stam/turn +3.00 Max.stam +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Sceptre of the Archlich (150% power, 12 apr, darkness element)5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 150% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+10 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
voratun waraxe 'Silyma' (166% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Master Power 166% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 acid On Hit: * 20% chance to reduce armor by 42% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +28.00% Res.pen +14% all Acc +19 (+5 eff.) Apr +27 On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Resists +3% mind One-handed war axes. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
mindwoven Rags of the Sanctuary of life (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +7% blight +7% all Mind.save +16 (+4 eff.) Max.HP +41.00 HP.reg +1.90 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed silk robe of alchemy (3 def, 4 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +10% acid +11% physical +12% light +12% fire +8% cold ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +17% acid +14% physical +9% light +14% cold +10% fire +9% darkness +13% all Max.HP +62.00 ---------- misc Light +2 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
voratun gauntlets 'Belasevena' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +6 Cun +12 Con dps ---------- Phys.pwr +14 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Crit.chn- 15.00% ---------- misc Light +2 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. |
Corrupted Gaze (4 def, 8 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +20% blight Disease- +50% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. This item has been sent to the Item's Vault. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. This item has been sent to the Item's Vault. |
Xawen the voratun helm (10 def, 9 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Str +5 Dex +6 Cun +9 Con ----- def ----- Armour +9 Defense +10 (+3 eff.) Fatigue +5% Resists +27% lightning Die.at -80.00 life ---------- misc See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Kalathatar (20 def, 12 armour)9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +8 Str dps ---------- Phys.crit +7.0% Phys.pwr +5 (+1 eff.) Res.pen +10% physical ----- def ----- Armour +12 Defense +20 (+5 eff.) Fatigue +8% Resists +22% lightning +11% physical +8% mind +17% darkness Mind.save +21 (+6 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 232.37 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 50% Mag, 100% Str Dmg Fire Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Sanguine Shield (0 def, 15 armour, 150% power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 150% Range: 1.2x Uses 50% Mag, 120% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Unsetting Sun (16 def, 20 armour, 161% power, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 162% Range: 1.2x Uses 50% Mag, 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+4 eff.) Rng.Def +17 (+5 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+5 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
crackling voratun shield of the stars (0 def, 10 armour, 183% power, 211.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 183% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +212 Melee+ +16 lightning +14 light +16 darkness While equipped: Stats +3 Dex +7 Mag +7 Cun dps ---------- Dmg.mod +16% light +16% darkness Melee Ret 27 lightning ----- def ----- Armour +10 Fatigue +8% Resists +15% lightning +14% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield of the stars (0 def, 10 armour, 181% power, 212.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 182% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +212 Melee+ +18 light +18 darkness While equipped: Stats +8 Cun +7 Mag dps ---------- Dmg.mod +16% light +20% darkness ----- def ----- Armour +10 Fatigue +8% Resists +16% light +15% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
wrathful voratun shield of shrapnel (0 def, 10 armour, 183% power, 187 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 183% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +187 On Crit.r2 +23 light +18 fire While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 350 physical damage over 5 turns (1/turn) * Deals 171 light and fire damage to each enemy blocked ----- def ----- Armour +10 Fatigue +8% Resists +14% light +12% fire ---------- misc Talents +1 Block Handheld deflection devices. |
13 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
428 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
12 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 214.47 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 214.47 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
73 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
22 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
22 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 844.77 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 334/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Pouch of the Subconscious (20/20, 147% power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 147% Range: 1.2x Uses 10% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
pouch of iron shots of amnesia (19/19, 112% power, 1 apr)3.0 T1 shot ammo [Ego+] Psionic Power 112% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
Lisurimina [power 52] (20 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +2 Cun dps ---------- Res.pen +20% mind On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +12% nature ---------- misc Equi/ret +0.24 Harden the skin for 7 turns increasing armour by 52 and armour hardiness by 60% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
12 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
32 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
24 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
31 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
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.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Artapal The Sunny the Shalore Sun Paladin level 34
7th Dusk 123rd year of Ascendancy at 03:25 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Artapal The Sunny the Shalore Sun Paladin level 50
25th Dusk 124th year of Ascendancy at 21:47 see stats
Against all odds
Killed Ukruk in the ambush.By Artapal The Sunny the Shalore Sun Paladin level 34
5th Dusk 123rd year of Ascendancy at 10:18 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Artapal The Sunny the Shalore Sun Paladin level 29
50th Regrowth 123rd year of Ascendancy at 09:41 see stats
Arachnophobia
Destroyed the spydric menace.By Artapal The Sunny the Shalore Sun Paladin level 37
26th Dusk 123rd year of Ascendancy at 06:57 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Artapal The Sunny the Shalore Sun Paladin level 38
38th Dusk 123rd year of Ascendancy at 06:30 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Artapal The Sunny the Shalore Sun Paladin level 45
65th Regrowth 124th year of Ascendancy at 19:16 see stats
Bringer of Doom
Killed a Bringer of Doom.By Artapal The Sunny the Shalore Sun Paladin level 50
70th Dusk 124th year of Ascendancy at 01:48 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Artapal The Sunny the Shalore Sun Paladin level 28
32nd Regrowth 123rd year of Ascendancy at 06:43 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Artapal The Sunny the Shalore Sun Paladin level 30
29th Pyre 123rd year of Ascendancy at 02:19 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Artapal The Sunny the Shalore Sun Paladin level 15
39th Dusk 122nd year of Ascendancy at 07:03 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Artapal The Sunny the Shalore Sun Paladin level 35
18th Dusk 123rd year of Ascendancy at 14:30 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Artapal The Sunny the Shalore Sun Paladin level 27
20th Regrowth 123rd year of Ascendancy at 15:38 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Artapal The Sunny the Shalore Sun Paladin level 37
24th Dusk 123rd year of Ascendancy at 10:08 see stats
Earth Master
Killed Harkor'Zun.By Artapal The Sunny the Shalore Sun Paladin level 17
9th Haze 122nd year of Ascendancy at 19:28 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Artapal The Sunny the Shalore Sun Paladin level 50
70th Dusk 124th year of Ascendancy at 04:33 see stats
Exterminator
Killed 1000 creatures.By Artapal The Sunny the Shalore Sun Paladin level 19
18th Haze 122nd year of Ascendancy at 07:38 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Artapal The Sunny the Shalore Sun Paladin level 29
38th Regrowth 123rd year of Ascendancy at 12:47 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Artapal The Sunny the Shalore Sun Paladin level 50
57th Dusk 124th year of Ascendancy at 11:10 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Artapal The Sunny the Shalore Sun Paladin level 46
59th Pyre 124th year of Ascendancy at 02:40 see stats
Guiding Hand
Saved all escorted adventurers.By Artapal The Sunny the Shalore Sun Paladin level 33
3rd Dusk 123rd year of Ascendancy at 17:40 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Artapal The Sunny the Shalore Sun Paladin level 29
63rd Regrowth 123rd year of Ascendancy at 06:49 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Artapal The Sunny the Shalore Sun Paladin level 40
38th Dusk 123rd year of Ascendancy at 07:35 see stats
Level 10
Got a character to level 10.By Artapal The Sunny the Shalore Sun Paladin level 10
10th Mirth 122nd year of Ascendancy at 10:58 see stats
Level 20
Got a character to level 20.By Artapal The Sunny the Shalore Sun Paladin level 20
21st Haze 122nd year of Ascendancy at 15:16 see stats
Level 30
Got a character to level 30.By Artapal The Sunny the Shalore Sun Paladin level 30
27th Pyre 123rd year of Ascendancy at 17:50 see stats
Level 40
Got a character to level 40.By Artapal The Sunny the Shalore Sun Paladin level 40
38th Dusk 123rd year of Ascendancy at 07:33 see stats
Level 50
Got a character to level 50.By Artapal The Sunny the Shalore Sun Paladin level 50
7th Dusk 124th year of Ascendancy at 09:31 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Artapal The Sunny the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 12:01 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Artapal The Sunny the Shalore Sun Paladin level 32
4th Flare 123rd year of Ascendancy at 13:11 see stats
Orcrist
Killed the leaders of the Orc Pride.By Artapal The Sunny the Shalore Sun Paladin level 50
36th Dusk 124th year of Ascendancy at 06:42 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Artapal The Sunny the Shalore Sun Paladin level 50
41st Dusk 124th year of Ascendancy at 23:30 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Artapal The Sunny the Shalore Sun Paladin level 26
8th Regrowth 123rd year of Ascendancy at 16:01 see stats
Size is everything
Did over 1500 damage in one attack.By Artapal The Sunny the Shalore Sun Paladin level 33
1st Dusk 123rd year of Ascendancy at 21:58 see stats
Size matters
Did over 600 damage in one attack.By Artapal The Sunny the Shalore Sun Paladin level 22
56th Haze 122nd year of Ascendancy at 00:36 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Artapal The Sunny the Shalore Sun Paladin level 36
18th Dusk 123rd year of Ascendancy at 19:50 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Artapal The Sunny the Shalore Sun Paladin level 50
70th Dusk 124th year of Ascendancy at 04:32 see stats
The Arena
Unlocked Arena mode.By Artapal The Sunny the Shalore Sun Paladin level 11
5th Flare 122nd year of Ascendancy at 02:07 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Artapal The Sunny the Shalore Sun Paladin level 47
4th Mirth 124th year of Ascendancy at 09:18 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Artapal The Sunny the Shalore Sun Paladin level 20
31st Haze 122nd year of Ascendancy at 15:46 see stats
The Sun Still Shines
Aeryn survived the last battle.By Artapal The Sunny the Shalore Sun Paladin level 50
70th Dusk 124th year of Ascendancy at 04:33 see stats
The bigger the better!
Did over 3000 damage in one attack.By Artapal The Sunny the Shalore Sun Paladin level 50
26th Dusk 124th year of Ascendancy at 07:02 see stats
The secret city
Discovered the truth about mages.By Artapal The Sunny the Shalore Sun Paladin level 12
10th Flare 122nd year of Ascendancy at 21:20 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Artapal The Sunny the Shalore Sun Paladin level 40
68th Dusk 123rd year of Ascendancy at 14:28 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Artapal The Sunny the Shalore Sun Paladin level 20
30th Haze 122nd year of Ascendancy at 18:10 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Artapal The Sunny the Shalore Sun Paladin level 26
8th Regrowth 123rd year of Ascendancy at 01:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Artapal The Sunny the Shalore Sun Paladin level 17
8th Haze 122nd year of Ascendancy at 10:48 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Artapal The Sunny the Shalore Sun Paladin level 34
4th Dusk 123rd year of Ascendancy at 18:52 see stats
Log
Ran for 2 turns (stop reason: interesting character).
Ran for 5 turns (stop reason: interesting terrain).
Saving game...
You transfer Daystreak the dragonbone magestaff (136% power, 6 apr, cold element) from the online item's vault.
Saving done.
Saving game...
You transfer Helm of the Dominated (0 def, 9 armour) from the online item's vault.
Saving done.
Saving game...
You transfer Corrupted Gaze (4 def, 8 armour) from the online item's vault.
Saving done.
You transfer Crimson Robe (12 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Blood-Edge (157% power, 7 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Ethereal Embrace (10 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Error while transfering Sceptre of the Archlich (150% power, 12 apr, darkness element) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Ran for 15 turns (stop reason: interesting terrain).










































































































































