
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Exploration | 
| Sex | Female | 
| Race | Cornac | 
| Class | Paradox Mage | 
| Level / Exp | 35 / 92% | 
| Size | medium | 
| Lifes / Deaths | Killed by snow giant boulder thrower at level 22 on the 19th Regrowth 123rd year of Ascendancy at 16:42/ 2 Killed by Polowen the Guardian at level 33 on the 61st Pyre 123rd year of Ascendancy at 05:17 | 
Primary Stats
| Strength | 20 (base 10) | 
| Dexterity | 22 (base 10) | 
| Constitution | 27 (base 12) | 
| Magic | 76 (base 60) | 
| Willpower | 64 (base 60) | 
| Cunning | 45 (base 25) | 
Resources
| Life | 728/728 | 
| Positive | 0/132 | 
| Paradox | 320 | 
| Healing Factor | 1.1294416243655 | 
| Regeneration | 0.28236040609138 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +36.80425806594% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 15 | 
| See Stealth | 43.045069181528 | 
| See Invisible | 54.045069181528 | 
Offense: Mainhand
| Damage | 38 | 
| Accuracy | 22 | 
| Crit Chance | 25% | 
| APR | 11 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 60 | 
| Crit Chance | 24% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 40 | 
| Crit Chance | 20% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +15% | 
| Light | +20% | 
| Temporal | +36% | 
| Nature | +9% | 
| Arcane | +12% | 
| Fire | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Fire | +25% | 
| Temporal | +30% | 
Defense: Base
| Armour (hardiness) | 36 (45%) | 
| Defense | 37 | 
| Ranged Defense | 37 | 
| Fatigue | 2 | 
| Physical Save | 33 | 
| Spell Save | 35 | 
| Mental Save | 40 | 
Defense: Resistances
| Acid | + 6%( 70%) | 
| Physical | + 22%( 70%) | 
| Cold | + 18%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 17%( 70%) | 
| Light | + 7%( 70%) | 
| Temporal | -4%( 70%) | 
| Fire | + 8%( 70%) | 
| Mind | + 12%( 70%) | 
Defense: Immunities
| Disarm Resistance | 10% | 
| Bleed Resistance | 15% | 
| Confusion Resistance | 10% | 
| Teleport Resistance | 0% | 
| Stun Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Heroism Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -331 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. | 
| Infusions | Effective talent level: 1.0Infusion: Primal Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. | 
| Runes | Effective talent level: 1.0Rune of the Rift Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 552.16 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. | 
Class Talents
| Chronomancy / Spacetime Folding | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Gravity | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Stasis | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Chronomancy / Speed Control | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Chronomancy / Timeline Threading | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| Chronomancy / Matter | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Timetravel | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
Generic Talents
| Chronomancy / Chronomancy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Spacetime Weaving | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Fate Weaving | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Chronomancy / Energy | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Chant of Fortress | 
| talent | Energy Decomposition | 
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance.Out of Time Zone | 
| beneficial effect | The target is moving is 37% faster.3 Celerity | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On 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 task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You successfully escorted the injured seer to the recall portal on level 3 of Old Forest.Escort: injured seer (level 3 of Old Forest) As a reward you improved Magic by +2. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lone alchemist (level 2 of Ruins of Kor'Pul) As a reward you improved Magic by +2. | done | 
| You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lost anorithil (level 1 of Ruins of Kor'Pul) As a reward you improved Magic by +1. | done | 
| You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire.Escort: lost anorithil (level 2 of Trollmire) As a reward you improved talent Healing Light (+1 level(s)). | done | 
| You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire.Escort: lost anorithil (level 3 of Trollmire) As a reward you improved talent Healing Light (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell.Escort: lost sun paladin (level 1 of Dreadfell) As a reward you improved talent Chant of Fortress (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell.Escort: lost sun paladin (level 3 of Dreadfell) As a reward you improved talent Chant of Fortress (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Daikara.Escort: repented thief (level 1 of Daikara) As a reward you improved talent Heightened Senses (+1 level(s)). | done | 
| You failed to protect the temporal explorer from death by skeleton warrior.Escort: temporal explorer (level 5 of Dreadfell) | failed | 
| The unhallowed morass is the name of the 'zone' surrounding Point Zero.Future Echoes The temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The 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 fire dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find 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 | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 Fortress With 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 unlocked the hall of reflections. * 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: 172. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of greater demon bile. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed length of troll intestine. * You've found the needed orc heart. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe 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 within 2 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.There and back again * Find a Blood-Runed Athame. * Find a Resonating Diamond. | active | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You 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 |  Yvulle the Abyssmaster (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +1 Con Changes resistances: +5% cold / +5% fire Changes resistances penetration: +20% fire Changes damage: +3% fire A pair of boots made of leather. | 
| Light source |  Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. | 
| On head |  Aruna (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Mental save: +6 (+2 eff.) Blindness immunity: +20% Disease immunity: +20% Stun/Freeze immunity: +10% A cap made of leather. | 
| Tool |  Shard of Crystalized Time Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. | 
| On fingers |  Urthodugund the steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Con / +2 Mag Changes resistances penetration: +20% temporal Reduces incoming crit damage: 10.00% Blindness immunity: +29% Infravision radius: +4 See stealth: +11 See invisible: +12 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. | 
| On fingers |  Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +8 Damage when hit (Melee): 8 darkness / 8 nature Changes stats: +10 Str / +4 Mag / +4 Cun / +6 Con Changes resistances: +9% darkness Changes damage: +9% nature / +6% darkness Spellpower: +8 (+2 eff.) Can be unequipped or rerolled. It can be used to 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, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
| Around waist |  balancing hardened leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +9 Dex / +8 Cun / +6 Lck Trap disarming bonus: +5 Stealth bonus: +7 Mental crit. chance: +7% Infravision radius: +5 A belt that goes around your waist. | 
| In main hand |  ethereal elven-wood starstaff of invocation (25-30 power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +19 (+7 eff.) Damage (Melee): 5 % chance of confusion Changes damage: +25% temporal Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +26 (+7 eff.) Spell crit. chance: +4% Damage Shield penetration: +24% It can be used to conjure elemental energy in a radius 8 cone, dealing 38.22 to 45.86 temporal damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  temporal rough leather gloves of archery (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +6 Armour: +1 Damage (Melee): 7 temporal Damage (Ranged): 5 temporal Changes stats: +3 Cun / +3 Dex Changes resistances: +6% temporal Changes damage: +4% temporal 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: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Sludgegrip. | 
| Main armor |  Bariredig the Abysszephyr (5 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +3 Cun / +5 Mag Changes resistances: +3% fire / +7% light / +8% darkness Changes resistances penetration: +10% temporal / +5% fire Changes damage: +12% arcane / +20% light / +9% darkness Maximum life: +39.00 Maximum mana: +42.00 Spellpower: +7 (+2 eff.) Spell crit. chance: +7% Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  Veleth the Shinebraid (2 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Changes resistances: +6% acid / +13% cold / +12% mind Reduces incoming crit damage: 10.00% Blindness immunity: +15% Cut immunity: +15% Disarm immunity: +10% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Choker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. | 
Inventory
|  movement infusion of the titan (514% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  movement infusion of the wizard (633% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 633% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  sun infusion of the wizard (rad 5; power 57; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 28). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 57) for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  Sealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. | 
|  Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. | 
|  insulating steel amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% cold / +10% fire Amulets can have magical properties. | 
|  starlit steel amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% light / +12% darkness Blindness immunity: +37% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. | 
|  Scorchwire Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% mind / +12% fire Changes resistances penetration: +25% fire Changes damage: +21% fire Physical save: +6 (+3 eff.) Rings can have magical properties. | 
|  Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 16.34 cold and 16.34 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. | 
|  conjurer's steel ring of blight (+12%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +12% blight Changes damage: +12% blight Spellpower: +7 (+2 eff.) Rings can have magical properties. | 
|  copper ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +22% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings can have magical properties. | 
|  warrior's gold ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +10 (+3 eff.) Mindpower: +8 (+3 eff.) Rings can have magical properties. | 
|  wizard's copper ring of perseverance Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +1.00 Rings can have magical properties. | 
|  Dagger of the Past (25-32.5 power, 20 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+4 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+5 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. | 
|  Arelrama the elven-wood magestaff (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +4 mind When wielded/worn: Physical crit. chance: +9.0% Changes stats: +3 Con Changes resistances penetration: +12% cold Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Mental save: +9 (+3 eff.) Mana each turn: +0.21 Psi when hit: +0.08 Maximum mana: +41.00 Maximum psi: +20.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. | 
|  elven-wood starstaff of invocation (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% light Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +19 (+5 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 38.22 to 45.86 light damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  magewarrior's short elven-wood magestaff of illumination (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+5 eff.) Physical crit. chance: +6.0% Physical power: +10 (+5 eff.) Defense: +8 (+3 eff.) Effects on melee hit: * 12% chance to blind Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +18 (+5 eff.) Spell crit. chance: +7% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 88.08 light damage. Staves designed for wielders of magic, by the greats of the art. | 
|  Jaw of Rogroth Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. | 
|  Rope Belt of the Thaloren Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+4 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. | 
|  grounding hardened leather belt of the vagrant Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% lightning / +7% temporal Mental save: +8 (+2 eff.) Mindpower: +6 (+2 eff.) A belt that goes around your waist. | 
|  stormwoven silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +9% blight / +10% cold / +10% lightning Changes damage: +5% lightning / +9% physical / +9% cold Life regen: +3.10 Maximum life: +64.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Crown of Command (3 def, 6 armour) Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. 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. | 
|  Eilinurema (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 blight Changes stats: +2 Wil Physical save: +5 (+3 eff.) Mana each turn: +0.08 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 A pointy cloth hat, very wizardly... | 
|  Hat of Arcane Understanding (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) 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. | 
|  grounding rough leather cap of the depths (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal / +5% cold Allows you to breathe in: water A cap made of leather. | 
|  43 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  8 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  2 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  8 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  miner's dwarven-steel pickaxe (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Mummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. | 
|  7 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (121 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
|  burglar's alchemist's lamp of corpselight Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +7% blight / +7% darkness Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Light radius: -7 Infravision radius: +10 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 21 blight damage or heals 31 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  Prothotipe's Prismatic Eye Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +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. | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  5 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside 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. | 
|  5 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  4 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  3 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 A dangerous secret (Exploration mode)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Exploration mode)
			Found the mysterious staff and told Last Hope about it.By Erysia the Cornac Paradox Mage level 33
4th Mirth 123rd year of Ascendancy at 11:32 see stats
 Against all odds (Exploration mode)
			Killed Ukruk in the ambush.
			Against all odds (Exploration mode)
			Killed Ukruk in the ambush.By Erysia the Cornac Paradox Mage level 31
21st Pyre 123rd year of Ascendancy at 21:46 see stats
 Brave new world (Exploration mode)
			Went to the Far East and took part in the war.
			Brave new world (Exploration mode)
			Went to the Far East and took part in the war.By Erysia the Cornac Paradox Mage level 35
9th Flare 123rd year of Ascendancy at 02:20 see stats
 Curse Lifter (Exploration mode)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Exploration mode)
			Killed Ben Cruthdar the Cursed.By Erysia the Cornac Paradox Mage level 17
69th Dusk 122nd year of Ascendancy at 07:40 see stats
 Destroyer's bane (Exploration mode)
			Killed Golbug the Destroyer.
			Destroyer's bane (Exploration mode)
			Killed Golbug the Destroyer.By Erysia the Cornac Paradox Mage level 34
4th Flare 123rd year of Ascendancy at 14:04 see stats
 Exterminator (Exploration mode)
			Killed 1000 creatures.
			Exterminator (Exploration mode)
			Killed 1000 creatures.By Erysia the Cornac Paradox Mage level 18
7th Regrowth 123rd year of Ascendancy at 07:56 see stats
 Eye of the storm (Exploration mode)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Exploration mode)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Erysia the Cornac Paradox Mage level 31
29th Pyre 123rd year of Ascendancy at 11:50 see stats
 Home sweet home (Exploration mode)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Exploration mode)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Erysia the Cornac Paradox Mage level 20
11st Regrowth 123rd year of Ascendancy at 23:21 see stats
 Level 10 (Exploration mode)
			Got a character to level 10.
			Level 10 (Exploration mode)
			Got a character to level 10.By Erysia the Cornac Paradox Mage level 10
8th Mirth 122nd year of Ascendancy at 20:38 see stats
 Level 20 (Exploration mode)
			Got a character to level 20.
			Level 20 (Exploration mode)
			Got a character to level 20.By Erysia the Cornac Paradox Mage level 20
11st Regrowth 123rd year of Ascendancy at 02:13 see stats
 Level 30 (Exploration mode)
			Got a character to level 30.
			Level 30 (Exploration mode)
			Got a character to level 30.By Erysia the Cornac Paradox Mage level 30
20th Pyre 123rd year of Ascendancy at 14:14 see stats
 Rescuer of the lost (Exploration mode)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Exploration mode)
			Rescued the merchant from the assassin lord.By Erysia the Cornac Paradox Mage level 17
6th Haze 122nd year of Ascendancy at 21:28 see stats
 Size matters (Exploration mode)
			Did over 600 damage in one attack.
			Size matters (Exploration mode)
			Did over 600 damage in one attack.By Erysia the Cornac Paradox Mage level 24
24th Regrowth 123rd year of Ascendancy at 15:51 see stats
 Sliders (Exploration mode)
			Activated a portal using the Orb of Many Ways.
			Sliders (Exploration mode)
			Activated a portal using the Orb of Many Ways.By Erysia the Cornac Paradox Mage level 35
4th Flare 123rd year of Ascendancy at 16:54 see stats
 That was close (Exploration mode)
			Killed your target while having only 1 life left.
			That was close (Exploration mode)
			Killed your target while having only 1 life left.By Erysia the Cornac Paradox Mage level 28
15th Pyre 123rd year of Ascendancy at 13:46 see stats
 The Arena (Exploration mode)
			Unlocked Arena mode.
			The Arena (Exploration mode)
			Unlocked Arena mode.By Erysia the Cornac Paradox Mage level 6
79th Pyre 122nd year of Ascendancy at 02:16 see stats
 The Right thing to do (Exploration mode)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Exploration mode)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Erysia the Cornac Paradox Mage level 17
5th Decay 122nd year of Ascendancy at 08:10 see stats
 The secret city (Exploration mode)
			Discovered the truth about mages.
			The secret city (Exploration mode)
			Discovered the truth about mages.By Erysia the Cornac Paradox Mage level 9
5th Mirth 122nd year of Ascendancy at 21:50 see stats
 Thralless (Exploration mode)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Exploration mode)
			Freed at least 30 enthralled slaves in the slavers' compound.By Erysia the Cornac Paradox Mage level 17
5th Decay 122nd year of Ascendancy at 00:45 see stats
 Treasure Hoarder (Exploration mode)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Exploration mode)
			Amassed 3000 gold pieces.By Erysia the Cornac Paradox Mage level 26
12nd Pyre 123rd year of Ascendancy at 00:01 see stats
 Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.
			Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.By Erysia the Cornac Paradox Mage level 16
54th Dusk 122nd year of Ascendancy at 22:31 see stats
 Vampire crusher (Exploration mode)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Exploration mode)
			Destroyed the Master in its lair of the Dreadfell.By Erysia the Cornac Paradox Mage level 29
20th Pyre 123rd year of Ascendancy at 14:14 see stats
 Wibbly Wobbly Timey Wimey Stuff (Exploration mode)
			Killed the weaver queen and the temporal defiler.
			Wibbly Wobbly Timey Wimey Stuff (Exploration mode)
			Killed the weaver queen and the temporal defiler.By Erysia the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 08:35 see stats
Log
Erysia is no longer out of phase.
Talent Dimensional Step is ready to use.
Guardian of reality casts Dust to Dust.
Guardian of reality hits Monstrous losgoroth for 503 temporal, 549 physical (1051 total damage).
Something hits Monstrous losgoroth for 503 temporal, 549 physical (1051 total damage).
Zemekkys, Grand Keeper of Reality casts Temporal Fugue.
Guardian of reality casts Dust to Dust.
Guardian of reality hits Monstrous losgoroth for 503 temporal damage.
Guardian of reality casts Dust to Dust.
Monstrous losgoroth casts Void Blast.
Monstrous losgoroth casts Void Blast.
Guardian of reality casts Dust to Dust.
Guardian of reality hits Monstrous losgoroth for 503 temporal, 450 physical (953 total damage).
Monstrous losgoroth's Void Blast hits Guardian of reality for 14 arcane damage.
Guardian of reality casts Dust to Dust.
Guardian of reality hits Monstrous losgoroth for 503 temporal damage.
Guardian of reality hits Monstrous losgoroth for 503 temporal damage.
Monstrous losgoroth's Void Blast hits Guardian of reality for 14 arcane damage.
Erysia deactivates Chant of Fortress.
Erysia deactivates Energy Decomposition.













































