Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | zTome 1.0.4 Stone Wardens DLC Class 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 50 / 624% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 60 (base 13) |
| Dexterity | 40 (base 11) |
| Constitution | 46 (base 37) |
| Magic | 132 (base 60) |
| Willpower | 123 (base 66) |
| Cunning | 114 (base 62) |
Resources
| Mana | 890/909 |
| Psi | 149/153 |
| Vim | 276/276 |
| Life | 1273/1273 |
| Positive | 197/197 |
| Stamina | 380/389 |
| Paradox | 241 |
| Healing Factor | 1 |
| Regeneration | 1.85 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 45 |
| Crit Chance | 94% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 68 |
| Accuracy | 69 |
| Crit Chance | 92% |
| APR | 62 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 97.32 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68.175 |
| Crit Chance | 81% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +28% |
| Lightning | +37% |
| Physical | +20% |
| Cold | +32% |
| Blight | +25% |
| Arcane | +49% |
| Fire | +92% |
| All | +7% |
Offense: Damage Penetration
| Darkness | +9% |
| Mind | +18% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 42.166666666667 |
| Ranged Defense | 42.166666666667 |
| Fatigue | 0 |
| Physical Save | 46.7 |
| Spell Save | 63.8125 |
| Mental Save | 61.9875 |
Defense: Resistances
| Mind | + 28%( 70%) |
| Physical | + 23%( 70%) |
| Cold | 0%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 26%( 70%) |
| Fire | + 70%( 70%) |
| All | + 16%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 40% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 686.94 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 456 damage for 7 turns. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Blight | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Strength of Purpose |
| talent | Arcane Combat |
| talent | Thermal Shield |
| talent | Dark Ritual |
| talent | Arcane Shield |
| talent | Kinetic Shield |
| talent | Quantum Feed |
| talent | Arcane Feed |
| talent | Shielding |
| talent | Beyond the Flesh |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 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 |
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 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 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. | active |
You may enter any two of the following zones. After entering the second one, the rest will disappear. Of trolls, echoes, and agesThe Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Elsewhere in the forest a gloomy aura has been set up. Things inside are... twisted. To the west lie the Trollmire and the haunted ruins of Kor'Pul. To the southwest are the Scintillating Caves, in which lie strange crystals imbued with Spellblaze energies. There are also rumours of a regenade Shaloren camp to the west of there. * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 518. | 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. | 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 were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You entered a dark crypt only to find yourself trapped inside. The Sect of Kryl-FeijanYou failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
New evils have taken up residence in the places you once cleansed. The new guardians* You have vanquished Lithfengel in Reknor. * You have vanquished the Spellblaze Simulacrum in the ancient elven ruins. * You have vanquished Aluin in the Old Forest. * You have vanquished Pale Drake in Dreadfell. * You have vanquished Kor's Fury in the very old halfling ruins. * You have vanquished Massok in the Daikara. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Lost Staff of Archmage Tarelion (30-36 power, 4 apr, arcane damage) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, arcane damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Arcane Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% arcane / +30% fire / +30% cold / +30% lightning Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 Spell crit. chance: +25% Archmage Tarelion traveled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
| Quiver | battle-ranger's quiver of elven-wood arrows of torment (33/33, 45.5-63.7 power, 14 apr) battle-ranger's quiver of elven-wood arrows of torment (33/33, 45.5-63.7 power, 14 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 33 Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Ammo reloads per turns: +3 Changes resistances penetration: +8% mind / +9% darkness Arrows are used with bows to pierce your foes to death. |
| On hands | Earorach the Glintwhisper (0 def, 3 armour) Earorach the Glintwhisper (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +40.0% Armour: +3 Changes stats: +5 Mag / +5 Wil Damage when the wearer hits(melee): 10 fire / 9 cold / 8 lightning / 8 acid / 14 mind Changes resistances: +10% mind / +9% fire Changes damage: +8% mind Critical mult.: +61.00% Spell save: +9 Spell crit. chance: +32% Mental crit. chance: +37% When used to modify unarmed attacks: Base power: 50.5 - 70.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +15 Physical crit. chance: +38.0% Attack speed: 80% When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon crits: Cripple (40% chance level 5). Damage when this weapon hits: +24 fire / +25 lightning / +24 acid / +8 manaburn / +16 slime / +19 ice / +8 light Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +15 mind Damage conversion: 49% mind Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Con Spellpower: +12 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 62.40 cold damage and 56.73 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5.00 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 384.80 fire and 240.50 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possess a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
| On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Defense: +12 Changes stats: +8 Cun Changes resistances: +4% physical Changes damage: +3% physical Physical save: +10 Spell save: +10 Mental save: +10 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | gold ring 'Radhidin' gold ring 'Radhidin'Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +10 Wil Damage when the wearer hits(melee): 2 mind Changes resistances: +6% blight Changes damage: +3% mind / +18% blight Mental save: +20 Stun/Freeze immunity: +32% Life regen: +1.60 Mindpower: +7 Rings can have magical properties. |
| On fingers | conjurer's voratun ring of aether (+12%) conjurer's voratun ring of aether (+12%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +6 Wil Changes resistances: +12% arcane Changes damage: +12% arcane Spellpower: +11 Rings can have magical properties. |
| Around neck | Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
| In main hand | Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Armour Penetration: +12 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: deal magical damage Special effect when this weapon kills: swallows the victim's soul, gaining a new power until unequipped When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 Spell crit. chance: +12% It can be used to activate talent Nimble Movements (costing 35 power out of 35/35) : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: 6.00 Travel Speed: instantaneous Description: Quickly and quietly dash your way to the target square, if it is not blocked by enemies or obstacles. This talent will not break Stealth. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
| Around waist | hardened drakeskin leather belt of recklessness hardened drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 Armour: +15 Defense: +9 Critical mult.: +12.00% Physical save: +10 A belt that goes around your waist. |
| In off hand | Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 Physical power: +10 Changes stats: +3 Cun / +6 Wil Damage when the wearer hits(melee): 30 dreamforge Changes resistances: +5% physical / +15% fire / +5% mind Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% fire / +10% mind Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +14 Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.6 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 46.32 mind damage, 69.48 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 4.05 mind and 6.07 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
| Cloak | Starhack the elven-silk cloak (15 def, 0 armour) Starhack the elven-silk cloak (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +20 Armour penetration: +22 Physical power: +6 Defense: +15 Fatigue: -6% Changes stats: +5 Cun / +4 Dex Damage when the wearer hits(melee): 2 light Critical mult.: +27.00% Stealth bonus: +12 Stamina each turn: +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | tormentor's elven-silk robe of Angolwen (5 def, 0 armour) tormentor's elven-silk robe of Angolwen (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +5 Mag / +4 Wil / +8 Cun Critical mult.: +36.00% Spellpower: +8 Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
lightning rune (219 lightning damage) lightning rune (219 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 73.07 to 219.20 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (456 lightning damage) lightning rune of the psychic (456 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 152.25 to 456.76 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (483 lightning damage) lightning rune of the sneak (483 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8.00 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 161.29 to 483.88 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (275 lightning damage) lightning rune of the warrior (275 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 91.79 to 275.37 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 614 for 4 turns) shielding rune of the wizard (absorb 614 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 614 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 158) teleportation rune of the psychic (range 158)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 158 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 112) teleportation rune of the titan (range 112)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 112 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10.00 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% It can be used to activate talent Wormhole (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: 12.00 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 8 turns. At level 4, you may choose the exit location target area (radius 4). The duration will scale with your Paradox. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
clarifying voratun amulet of murder clarifying voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +5 Armour penetration: +6 Physical crit. chance: +4.0% Changes resistances: +17% mind Critical mult.: +13.00% Confusion immunity: +31% Amulets can have magical properties. |
warmaker's voratun amulet of willpower (+6) warmaker's voratun amulet of willpower (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +6 Dex / +16 Wil Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Blackking BlackkingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 Armour: +10 Changes stats: +5 Str Damage when the wearer hits(melee): 11 physical / 3 lightning / 2 blight Damage when the wearer is hit: 10 lightning / 9 physical Changes resistances: +6% darkness Changes damage: +6% blight Spellpower: +14 Mindpower: +15 Damage Shield penetration: +30% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% it calls blood |
conjurer's gold ring of speed conjurer's gold ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 Defense: +5 Changes stats: +5 Mag / +5 Wil Spellpower: +7 Movement speed: +8% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 36% for 5 turns. Rings can have magical properties. |
rogue's copper ring of perseverance rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Stun/Freeze immunity: +20% Life regen: +0.60 Rings can have magical properties. |
treant's steel ring of perseverance treant's steel ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% nature Physical save: +8 Poison immunity: +12% Disease immunity: +10% Stun/Freeze immunity: +20% Life regen: +1.10 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
stralite dagger (30-39 power, 9 apr) stralite dagger (30-39 power, 9 apr)Requires: - Dexterity 35 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Sharp, short and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical damage) Bolbum's Big Knocker (64-76.8 power, 10 apr, physical damage)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Armour Penetration: +10 Attack speed: 100% When wielded/worn: Accuracy: +7 Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 Spell crit. chance: +18% A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% cold / +20% acid Mental save: +8 Maximum mana: +50.00 The bottom part of Telos's broken staff. |
Voice of Telos (42-50.4 power, 6 apr, blight damage) Voice of Telos (42-50.4 power, 6 apr, blight damage)Requires: - Magic 45 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 100% Mag Damage type: Blight Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +5 Wil / +4 Cun Changes damage: +42% blight Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +30 Spell crit. chance: +15% A closer look at this pure white staff reveals that it is really a plethora of colors swirling and scintillating. |
cruel elven-wood starstaff of greater warding (25-30 power, 5 apr, temporal damage) cruel elven-wood starstaff of greater warding (25-30 power, 5 apr, temporal damage)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Maximum wards: +3 temporal Changes damage: +25% temporal Talents granted: +3 Ward +1 Command Staff Critical mult.: +14.00% Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of warding (31-37.2 power, 5 apr, temporal damage) potent elven-wood starstaff of warding (31-37.2 power, 5 apr, temporal damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Maximum wards: +2 temporal Changes damage: +31% temporal Talents granted: +4 Ward +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of greater warding (20-24 power, 4 apr, temporal damage) shimmering yew starstaff of greater warding (20-24 power, 4 apr, temporal damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Maximum wards: +3 temporal Changes damage: +20% temporal Talents granted: +2 Ward +1 Command Staff Maximum mana: +42.00 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
void walker's dragonbone magestaff of greater warding (30-36 power, 6 apr, fire damage) void walker's dragonbone magestaff of greater warding (30-36 power, 6 apr, fire damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Maximum wards: +3 fire Changes damage: +30% fire Talents granted: +3 Ward +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +11% New effects duration reduction after a teleport: +14% Staves designed for wielders of magic, by the greats of the art. |
balancing hardened leather belt of magery balancing hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +8 Physical crit. chance: +4.0% Changes stats: +4 Dex / +5 Mag / +4 Wil / +3 Cun Spell crit. chance: +4% A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 Spell save: +10 Mental save: +10 Mindpower: +6 The wearer is asleep. Lucid-Dreamer:This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 67 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Firewalker (8 def, 2 armour) Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Changes stats: +6 Cun / +6 Mag Damage when the wearer is hit: 18 fire Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire 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. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 Changes stats: +4 Mag / +4 Wil / +4 Cun Damage when the wearer is hit: 15 arcane Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 Mental save: +15 Mana each turn: +1.00 Spellpower: +15 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +9 Changes stats: +5 Mag / +3 Wil Damage when the wearer is hit: 10 temporal Changes resistances: +20% temporal Changes resistances penetration: +20% temporal Changes damage: +20% temporal Spellpower: +23 It can be used to activate talent Damage Smearing (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: For the next 5 turns, you convert all non-temporal damage you receive into temporal damage spread out over six turns. The duration will scale with your Paradox. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
tormentor's silk robe of power (3 def, 0 armour) tormentor's silk robe of power (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +5 Cun Changes damage: +9% physical / +9% arcane / +14% fire / +13% cold / +15% lightning / +9% acid / +12% nature / +9% blight Critical mult.: +33.00% Spellpower: +8 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 13.0 - 14.3 Uses stats: 40% Str, 40% Dex, 20% Mag, 40% Cun Damage type: Physical Armour Penetration: +3 Physical crit. chance: +6.0% When this weapon hits: Shadow Simulacrum (8% chance level 1). Damage conversion: 100% void Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Glowlore the voratun gauntlets (0 def, 3 armour) Glowlore the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 Armour penetration: +19 Armour: +3 Changes stats: +5 Str / +10 Dex / +5 Wil / +9 Cun / +5 Con Damage when the wearer hits(melee): 4 acid Changes resistances: +3% acid / +6% temporal / +9% light Talent mastery: +0.20 Technique / Grappling Life regen: +2.00 Stamina each turn: +2.00 Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy: +21 Armour Penetration: +35 Physical crit. chance: +10.0% Attack speed: 80% When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Maim (20% chance level 5). Damage when this weapon hits: +8 acid blind / +8 temporal Burst (radius 2) on crit: +4 light It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Smolderward (0 def, 3 armour) Smolderward (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +29 Armour penetration: +10 Physical power: +19 Armour: +3 Changes stats: +6 Str / +10 Dex / +5 Cun Damage when the wearer hits(melee): 2 fire Changes resistances: +3% light Grants telepathy: Dragon Spell save: +3 Mana each turn: +0.40 Spellpower: +8 Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy: +21 Armour Penetration: +25 Physical crit. chance: +22.0% Attack speed: 80% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Elemental bolt (10% chance level 5). Damage when this weapon hits: +19 arcane It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
archer's voratun gauntlets of war-making (0 def, 3 armour) archer's voratun gauntlets of war-making (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 Armour penetration: +8 Physical crit. chance: +5.0% Armour: +3 Changes stats: +3 Cun / +3 Dex Critical mult.: +40.00% Spell crit. chance: +16% Mental crit. chance: +10% When used to modify unarmed attacks: Base power: 38.5 - 53.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy: +8 Armour Penetration: +22 Physical crit. chance: +16.0% Attack speed: 80% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Amugorn' (0 def, 11 armour) voratun gauntlets 'Amugorn' (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 Armour: +11 Changes stats: +4 Dex / +4 Con Damage when the wearer hits(melee): 9 physical Changes resistances penetration: +10% blight Changes damage: +11% physical Physical save: +10 Spell save: +8 Mental save: +6 Maximum vim: +20.00 Spellpower: +2 Defense after a teleport: +15 When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy: +11 Armour Penetration: +15 Physical crit. chance: +19.0% Attack speed: 80% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 5). Damage Shield penetration (this weapon only): +30% Damage when this weapon hits: +23 physical Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +12 physical It can be used to activate talent Juggernaut, 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 Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Corrupted Gaze (2 def, 5 armour) Corrupted Gaze (2 def, 5 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 4 When wielded/worn: Accuracy: +8 Armour: +5 Defense: +2 Fatigue: +3% Changes stats: +4 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +10% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +30% It can be used to activate talent Vimsense (costing 25 power out of 32/32) : Effective talent level: 3.0 Power cost: 25 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 40%, but also make them aware of you. The resistance reduction will improve with your Spellpower. 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. |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5.00 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 384.80 fire and 240.50 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possess a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con / +3 Wil Damage when the wearer hits(melee): 10 fire / 10 cold / 10 lightning / 10 acid Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid This jeweled crown shimmers with colors. |
Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Traces of a dragon's power still remain in this bleached and cracked skull. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +2 Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
leafwalker's hardened leather cap of might (0 def, 3 armour) leafwalker's hardened leather cap of might (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +5% nature Spell save: +5 Maximum life: +57.00 Healing mod.: +11% A cap made of leather. |
voratun helm 'Dimhunger' (0 def, 5 armour) voratun helm 'Dimhunger' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +6 Str / +3 Dex / +5 Cun Damage when the wearer hits(melee): 2 darkness Damage when the wearer is hit: 8 darkness Changes resistances: +12% temporal Changes resistances penetration: +10% temporal Changes damage: +3% darkness / +3% light Physical save: +29 Mental save: +15 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lunar Shield (12 def, 7 armour, 250 block) Lunar Shield (12 def, 7 armour, 250 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +7 Defense: +12 Ranged Defense: +5 Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Summertide (17 def, 5 armour, 260 block) Summertide (17 def, 5 armour, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +5 Defense: +17 Ranged Defense: +17 Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +20% light / +15% darkness / +10% fire Changes resistances penetration: +10% mind / +10% light / +10% fire Changes damage: +15% mind / +15% light / +10% fire Talent granted: +5 Block Mental save: +18 Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 It can be used to send out a beam of light, costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
dwarven-steel shield 'Starwar' (8 def, 2 armour, 85 block) dwarven-steel shield 'Starwar' (8 def, 2 armour, 85 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 12 mind / 12 acid / 11 fire Changes resistances: +21% acid Changes damage: +9% light Talent granted: +3 Block Equilibrium when hit: +0.12 Handheld deflection devices |
bloodhexed voratun pickaxe (dig speed 11 turns) bloodhexed voratun pickaxe (dig speed 11 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +8 Str It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of quickening (dig speed 16 turns) dwarven-steel pickaxe of quickening (dig speed 16 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Lowers spell cool-downs by: 10% It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. Type: misc / egg It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
preserving alchemist's lamp of the forge preserving alchemist's lamp of the forgeInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Damage when the wearer hits(melee): 19 dreamforge Damage when the wearer is hit: 17 dreamforge Life regen: +0.70 A normal brass lantern, enhanced by alchemy to make it brighter. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. Type: gem / red ; tier 5 When carried: Damage when the wearer is hit: 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
2 fire opal 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport to a distant place, costing 1 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
steel torque of psychoportation [power 28] (30 cooldown) steel torque of psychoportation [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Chamoleblek of cure poisons [power 2] (20 cooldown) Chamoleblek of cure poisons [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Mag / +2 Wil / +2 Cun Damage when the wearer is hit: 8 arcane Changes damage: +6% blight Vim when firing critical spell: +1.00 It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Beluyavena the yew wand of lightning [power 129] (5 cooldown) Beluyavena the yew wand of lightning [power 129] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +4 Talents granted: +2 Volcano +1 Strike Critical mult.: +10.00% Maximum encumbrance: +10 Life regen: +0.20 Maximum stamina: +10.00 It can be used to fire a beam of lightning (dam 43-129), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of firewall [power 245] (6 cooldown) warded dragonbone wand of firewall [power 245] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +3 fire / +3 cold / +3 lightning / +3 blight / +2 temporal Talent granted: +1 Ward It can be used to creates a wall of flames lasting for 4 turns (dam 245 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded elven-wood wand of firewall [power 217] (6 cooldown) warded elven-wood wand of firewall [power 217] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +2 fire / +3 cold / +3 lightning / +3 blight / +3 temporal Talent granted: +1 Ward It can be used to creates a wall of flames lasting for 4 turns (dam 217 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% A pearl, three times a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the zTales of Maj'Eyal: The Age of zAscendancy
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.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By zskad the Skeleton Adventurer level 22
2nd Dusk 122nd year of Ascendancy at 08:30 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By zskad the Skeleton Adventurer level 38
34th Dusk 122nd year of Ascendancy at 05:26 see stats
Against all odds
Killed Ukruk in the ambush.By zskad the Skeleton Adventurer level 21
2nd Dusk 122nd year of Ascendancy at 04:30 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By zskad the Skeleton Adventurer level 34
15th Dusk 122nd year of Ascendancy at 20:32 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By zskad the Skeleton Adventurer level 41
38th Dusk 122nd year of Ascendancy at 23:45 see stats
Clone War
Destroyed your own Shade.By zskad the Skeleton Adventurer level 37
32nd Dusk 122nd year of Ascendancy at 21:21 see stats
Destroyer of the creation
Killed Slasul.By zskad the Skeleton Adventurer level 36
29th Dusk 122nd year of Ascendancy at 18:38 see stats
Destroyer's bane
Killed Golbug the Destroyer.By zskad the Skeleton Adventurer level 22
2nd Dusk 122nd year of Ascendancy at 18:52 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By zskad the Skeleton Adventurer level 50
47th Dusk 122nd year of Ascendancy at 14:48 see stats
Exterminator
Killed 1000 creatures.By zskad the Skeleton Adventurer level 27
7th Dusk 122nd year of Ascendancy at 07:03 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By zskad the Skeleton Adventurer level 24
5th Dusk 122nd year of Ascendancy at 09:35 see stats
Fear me not!
Survived the Fearscape!By zskad the Skeleton Adventurer level 25
6th Dusk 122nd year of Ascendancy at 02:12 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By zskad the Skeleton Adventurer level 26
7th Dusk 122nd year of Ascendancy at 00:43 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By zskad the Skeleton Adventurer level 17
5th Flare 122nd year of Ascendancy at 14:29 see stats
Level 10
Got a character to level 10.By zskad the Skeleton Adventurer level 10
8th Mirth 122nd year of Ascendancy at 18:14 see stats
Level 20
Got a character to level 20.By zskad the Skeleton Adventurer level 20
1st Dusk 122nd year of Ascendancy at 00:38 see stats
Level 30
Got a character to level 30.By zskad the Skeleton Adventurer level 30
10th Dusk 122nd year of Ascendancy at 05:26 see stats
Level 40
Got a character to level 40.By zskad the Skeleton Adventurer level 40
36th Dusk 122nd year of Ascendancy at 07:19 see stats
Level 50
Got a character to level 50.By zskad the Skeleton Adventurer level 50
47th Dusk 122nd year of Ascendancy at 14:42 see stats
Orcrist
Killed the leaders of the Orc Pride.By zskad the Skeleton Adventurer level 40
36th Dusk 122nd year of Ascendancy at 23:26 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By zskad the Skeleton Adventurer level 43
42nd Dusk 122nd year of Ascendancy at 21:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By zskad the Skeleton Adventurer level 8
7th Mirth 122nd year of Ascendancy at 04:03 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By zskad the Skeleton Adventurer level 23
3rd Dusk 122nd year of Ascendancy at 06:59 see stats
Size is everything
Did over 1500 damage in one attack.By zskad the Skeleton Adventurer level 34
17th Dusk 122nd year of Ascendancy at 12:52 see stats
Size matters
Did over 600 damage in one attack.By zskad the Skeleton Adventurer level 23
2nd Dusk 122nd year of Ascendancy at 21:06 see stats
Sliders
Activated a portal using the Orb of Many Ways.By zskad the Skeleton Adventurer level 25
6th Dusk 122nd year of Ascendancy at 18:32 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By zskad the Skeleton Adventurer level 50
47th Dusk 122nd year of Ascendancy at 14:47 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By zskad the Skeleton Adventurer level 40
37th Dusk 122nd year of Ascendancy at 02:28 see stats
The bigger the better!
Did over 3000 damage in one attack.By zskad the Skeleton Adventurer level 40
37th Dusk 122nd year of Ascendancy at 17:24 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By zskad the Skeleton Adventurer level 29
10th Dusk 122nd year of Ascendancy at 03:59 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By zskad the Skeleton Adventurer level 41
39th Dusk 122nd year of Ascendancy at 00:33 see stats
Treasure Hunter
Amassed 1000 gold pieces.By zskad the Skeleton Adventurer level 24
4th Dusk 122nd year of Ascendancy at 18:35 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By zskad the Skeleton Adventurer level 19
1st Dusk 122nd year of Ascendancy at 00:38 see stats
Log
The shield around zskad crumbles.
Rested for 12 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Arcane Reconstruction is ready to use.
Rested for 3 turns (stop reason: all resources and life at maximum).
Zskad casts Arcane Reconstruction.
Zskad's spell attains critical power!
A shield forms around zskad.
The shield around zskad crumbles.
Ran for 6 turns (stop reason: terrain change on left side).
Resting starts...
Talent Arcane Reconstruction is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
Zskad wears(replacing): clarifying voratun amulet of murder.
Zskad casts Arcane Reconstruction.
Zskad's spell attains critical power!
A shield forms around zskad.
Resting starts...
The shield around zskad crumbles.
Rested for 12 turns (stop reason: all resources and life at maximum).
Zskad wears(replacing): Fiery Choker.
