









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Now You See Me... 1.5.10Adds the Illusionist and Arcane Trickster subclasses to Tales of Maj'Eyal. Both of these classes rely on subterfuge and deception to survive. Changelog: 1.2 - Renamed Talent "Polarization" to avoid naming conflict 1.1 - Renamed Talent "Abduction" to avoid naming conflict Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Phoenix Knight |
| Level / Exp | 50 / 913% |
| Size | medium |
| Lifes / Deaths | Killed by Adurma the thalore at level 10 on the 72nd Dusk 122nd year of Ascendancy at 13:56 1 / 6Killed by luminous horror at level 13 on the 47th Haze 122nd year of Ascendancy at 19:08 Killed by Grand Corruptor at level 23 on the 54th Pyre 123rd year of Ascendancy at 14:29 Killed by Willi's Inner Demon at level 27 on the 66th Pyre 123rd year of Ascendancy at 20:58 Killed by Pologath the luminous horror at level 50 on the 26th Haze 124th year of Ascendancy at 12:18 Killed by Yaor the daelach at level 50 on the 26th Haze 124th year of Ascendancy at 18:47 |
Primary Stats
| Strength | 92 (base 60) |
| Dexterity | 49 (base 12) |
| Constitution | 76 (base 58) |
| Magic | 97 (base 60) |
| Willpower | 69 (base 35) |
| Cunning | 44 (base 19) |
Resources
| Mana | 626/626 |
| Life | 1347/1347 |
| Positive | 0/177 |
| Stamina | 311/311 |
| Paradox | 300 |
| Healing Factor | 2.3530416137793 |
| Regeneration | 48.632846861784 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | +29% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 10 |
| See Stealth | 9 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 152 |
| Accuracy | 52 |
| Crit Chance | 46% |
| APR | 4 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 71 |
| Crit Chance | 43% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 25% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Lightning | +13% |
| Acid | +22% |
| Light | +59% |
| Temporal | +16% |
| Darkness | +32% |
| Arcane | +16% |
| Fire | +59% |
| All | +7% |
Offense: Damage Penetration
| Light | +70% |
| Darkness | +20% |
| Fire | +70% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 44 (45%) |
| Defense | 53 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 86 |
| Spell Save | 71 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 37%( 62%) |
| All | + 22%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 75%( 82%) |
| Temporal | + 45%( 70%) |
| Darkness | + 55%( 70%) |
| Physical | + 31%( 70%) |
| Fire | + 82%( 82%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 40% |
| Stun Resistance | 100% |
| Confusion Resistance | 15% |
| Fear Resistance | 28% |
| Disarm Resistance | 42% |
| Poison Resistance | 15% |
| Blind Resistance | 86% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 117 with a minimum range of 15. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 627 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1269% for 10 turns and instantly restoring 63 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 499 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 949% 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. |
Class Talents
| Technique / Weapon Supremacy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phoenix Fire | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phoenix Light | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Phoenix Ascendance | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Weapons Master | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Celestial / Chants | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Combat Casting | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Anime Style |
| talent | Phoenix Heart |
| talent | Eldritch Combat |
| talent | Secrets of the Eternals |
| talent | Chant of Fortress |
| talent | Eldritch Aura |
| talent | Phoenix Soul |
| talent | Phoenix Blood |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by bee swarm. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Willi. Escort: temporal explorer (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 580. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Blindrigor (0 def, 3 armour)Requires: Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Effects on melee hit: * 30% chance to blind Changes resistances: +12% light / +6% darkness Reduces incoming crit damage: 10.00% Maximum encumbrance: +31 Physical save: +10 (+2 eff.) Poison immunity: +15% Silence immunity: +25% Confusion immunity: +15% A pair of boots made of leather. |
| Light source | dwarven lantern 'Zanymnir'Requires: Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +23 (+7 eff.) Changes stats: +7 Dex / +3 Mag Physical save: +32 (+6 eff.) Spell save: +35 (+8 eff.) Mental save: +31 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +61.00 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Belitira the Woegash (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 arcane Changes stats: +6 Str / +2 Mag / +5 Wil Changes resistances: +10% acid / +6% darkness / +12% fire / +12% cold / +12% nature / +12% lightning Spell save: +7 (+1 eff.) Mental save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +94.00 Spell crit. chance: +4% Light radius: +2 Healing mod.: +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Flarejam [power 50] (20 cooldown)Requires: Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes resistances penetration: +25% fire Changes damage: +15% acid / +21% fire It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | HettygarRequires: Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +2% physical Changes damage: +9% arcane Physical save: +9 (+2 eff.) Blindness immunity: +33% Life regen: +0.50 Stamina each turn: +0.20 Maximum life: +56.00 Spellpower: +8 (+2 eff.) Infravision radius: +5 See stealth: +9 See invisible: +13 Healing mod.: +22% Rings can have magical properties. |
| On fingers | gladiator's voratun ring of speedRequires: Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +10 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +7 Str / +7 Con Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 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 23% for 5 turns. Rings can have magical properties. |
| Around waist | LightningkarmaRequires: Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+4 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +6 Dex / +5 Cun / +9 Lck Changes resistances: +15% lightning / +13% fire / +15% cold Changes resistances penetration: +20% light Changes damage: +6% lightning Trap disarming bonus: +14 Stealth bonus: +12 Physical save: +22 (+4 eff.) Infravision radius: +5 A belt that goes around your waist. |
| In main hand | Rising Phoenix (60-90 power, 4 apr) Rising Phoenix (60-90 power, 4 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 60.0 - 90.0 Uses stats: 120% Mag, 12% Str Damage type: Solar Fire Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +80 Solar Fire When wielded/worn: Physical crit. chance: +10.0% Changes stats: +10 Str / +5 Mag / +5 Wil Changes resistances penetration: +50% light / +45% fire Changes damage: +46% light / +31% fire Damage affinity(heal): +25% light / +25% fire Critical mult.: +20.00% Blindness immunity: +25% Spell crit. chance: +10% Your Fire and Light damage bonuses (before the bonus from this weapon) are added together, as are your Fire and Light damage penetration. A golden battle-axe with blades that resemble the wings of a bird, this was the weapon of Ardain Eagleheart in the Age of Dusk. It was said to focus the full power of the sun into every spell he cast, and absorb solar forces cast against him. After Ardain passed away, the axe was wielded by other phoenix knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
| On hands | voratun gauntlets 'Glitterquake' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +29 (+8 eff.) Armour: +3 Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Dex Changes resistances: +3% acid / +5% arcane / +6% darkness Changes damage: +6% light Physical save: +9 (+2 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +42% Life regen: +4.50 Stamina each turn: +0.70 Psi each turn: +0.33 When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 4% Dex, 40% Cun, 80% Mag, 4% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Ce'Nodheda (14 def, 8 armour)Requires: - Magic 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+5 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +3 Cun / +7 Wil Changes resistances: +21% temporal Mental save: +18 (+5 eff.) Silence immunity: +15% Stun/Freeze immunity: +25% Only die when reaching: -80.00 life Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
| Cloak | elven-silk cloak 'Cracklemaster' (3 def, 0 armour)Requires: Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% temporal / +24% darkness / +5% arcane Changes resistances penetration: +20% darkness Changes damage: +25% darkness / +9% temporal Stealth bonus: +23 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's voratun amulet of manastreamingRequires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +6 Dex / +6 Mag / +5 Cun / +6 Con Life regen: +1.00 Stamina each turn: +0.70 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +49.00 Movement speed: +10% Amulets can have magical properties. |
Inventory
movement infusion (595% 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 595% 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. 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. Press to compare to your current inscriptions |
Primal Infusion (affinity 18%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 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 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the warrior (+19 for 11 turns, die at -750)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 19 for 11 turns. While Heroism is active, you will only die when reaching -750 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. Its effects scale with your Strength 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. |
Goliath Infusion (40 physical power for 12 turns)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 5 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to greatly increase your size 12 turns. This increases you size category by 1 and increases your physical power and save by 40. It can be used to inscribe your skin with the infusion. This rune pulses with strength, like it could become huge in an instant. |
Rune of the Rift (426.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 494.16 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. 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. |
controlled phase door rune of the wizard (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
ZubanaInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +40 (+11 eff.) Physical power: +4 (+1 eff.) Defense: +44 (+13 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +38 Lck / +3 Str Changes resistances: +29% mind / +15% physical Grants telepathy: Dragon Confusion immunity: +50% Life regen: +0.40 Stamina each turn: +1.20 Infravision radius: +3 See invisible: +9 Reduce all damage from unseen attackers: 24% Amulets can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 181.06 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 224.21 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+11 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, 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 tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Blighted Maul (96-144 power, 22 apr)Requires: - Magic 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 140% Mag, 14% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 173.34 to 520.02 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 429.07 to 858.14 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Rhiderek the Shadowsweep (23-32.2 power, 4 apr)Requires: Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stats: 100% Mag, 10% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction On weapon crit: * cripple the target Damage (Melee): +12 fire Burst (radius 1) on hit: +4 darkness / +8 fire When wielded/worn: Physical crit. chance: +8.0% Changes damage: +3% darkness Sharp, long, and deadly. This item has been sent to the Item's Vault. |
Spellblade (50-70 power, 2 apr)Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stats: 100% Mag, 10% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Mag Changes damage: +18% physical / +18% light / +18% fire Spellpower: +20 (+5 eff.) Spell crit. chance: +9% Light radius: +1 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. This item has been sent to the Item's Vault. |
Newly picked upCracklewind (19-26.6 power, 4 apr) Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stats: 100% Mag, 10% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +32 insidious poison / +20 lightning Burst (radius 1) on hit: +20 lightning When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances penetration: +20% lightning Changes damage: +12% temporal One-handed war axes. This item has been sent to the Item's Vault. |
Newly picked upRadiancenigh the dragonbone longbow Requires: - Magic 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 40% * 20% chance to blind When wielded/worn: Effects on ranged hit: * 18 arcane resource burn Changes stats: +9 Dex / +8 Wil / +6 Cun Changes resistances: +15% light Changes resistances penetration: +24% physical Changes damage: +9% nature / +33% physical Talent mastery: +0.30 Wild-gift / Antimagic Mindpower: +15 (+5 eff.) Longbows are used to shoot arrows at your foes. |
pouch of voratun shots 'Shockpassion' (22/22, 55.5-66.6 power, 6 apr)Requires: - Magic 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 50% Cun, 70% Mag, 7% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 40 arcane resource burn * Slows global speed by 40% * 10% chance to knock the target back Damage (Ranged): +4 lightning / +72 physical Burst (radius 1) on hit: +13 nature slow Burst (radius 2) on crit: +4 lightning / +21 nature slow Shots are used with slings to pummel your foes to death. |
voratun shield 'Dayblight' (12 def, 26 armour, 74-88.8 power, 288.5 block)Requires: - Magic 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 74.0 - 88.8 Uses stats: 100% Mag, 10% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +288 On weapon hit: * 40% chance to blind * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Armour: +26 Armour Hardiness: +9% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +20% physical Changes resistances penetration: +10% blight Talent granted: +5 Block Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 (+2 eff.) Light radius: +1 Handheld deflection devices. |
restorative elven-silk cloak of the hunter (3 def, 0 armour)Requires: Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +26 (+7 eff.) Defense: +3 (+1 eff.) Fatigue: -8% Changes resistances: +11% nature / +18% blight Life regen: +2.20 Maximum life: +71.00 Maximum stamina: +31.00 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
heroic hardened leather gloves of dispersion (0 def, 5 armour)Requires: Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Damage (Melee): 10 arcane Changes stats: +5 Mag / +6 Wil Changes resistances: +4% arcane Mental save: +11 (+3 eff.) Maximum life: +58.00 When used to modify unarmed attacks: Base power: 22.5 - 24.8 Uses stats: 4% Dex, 40% Cun, 80% Mag, 4% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). Damage (Melee): +6 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con 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. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Eilinunor the BlindministerRequires: - Level 15 Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances: +3% light Changes damage: +6% light / +6% darkness Mental save: +7 (+2 eff.) Light radius: +6 See stealth: +16 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
piercing dwarven lantern of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +5 Changes resistances: +11% light Changes resistances penetration: +15% all Changes damage: +9% darkness Damage affinity(heal): +5% darkness Light radius: +5 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 250.68 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch PearlRequires: Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 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 by 1 per turn to a maximum radius of 4, doing 37.13 cold damage and 37.13 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. 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. |
Requires: Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 224.58 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 224.58 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Mummified Egg-sac of UngolëInfused 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. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Fulethel the Boltflash (dig speed 11 turns)Requires: Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Fatigue: -6% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +7 Str Changes resistances: +5% arcane / +6% lightning Changes damage: +3% lightning / +8% fire / +8% mind / +6% arcane Mental save: +7 (+2 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 279.59 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
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)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)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 Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside 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. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)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. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 629.16 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Betuba the Phoenixrigor [power 85] (20 cooldown)Requires: Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Fatigue: -18% Damage when hit (Melee): 8 fire Changes stats: +4 Dex / +6 Wil / +2 Con It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 85 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
Dazzleschism [power 125] (20 cooldown)Requires: Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances penetration: +20% light Changes damage: +6% light Light radius: +3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 125 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
warded stralite torque of psychoportation [power 49] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +2 physical / +2 mind / +5 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 49), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
telekinetic voratun torque of charged psionic shield [power 129] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent granted: +3 Telekinetic Blast It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 129 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Neradatira the Airwrither [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +15% cold Talent cooldown: Strike (-1 turn) Talent granted: +2 Strike Reduces incoming crit damage: 15.00% Physical save: +15 (+3 eff.) Blindness immunity: +20% Silence immunity: +25% Stun/Freeze immunity: +25% It can be used to reveal the area around you, dispelling darkness (radius 9, power 83 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Prismclash [power 103] (10 cooldown)Requires: Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +6% mind / +9% light Changes resistances penetration: +25% light / +25% mind Changes damage: +12% light / +9% mind Light radius: +3 It can be used to fire a bolt of a random element with (base) damage 52 to 103, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Willi the Shalore Phoenix Knight level 29
1st Dusk 123rd year of Ascendancy at 05:30 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Willi the Shalore Phoenix Knight level 50
8th Haze 124th year of Ascendancy at 08:32 see stats
A living one!
Was teleported into Caldizar's Fortress, far into the void between the stars.By Willi the Shalore Phoenix Knight level 45
56th Pyre 124th year of Ascendancy at 09:10 see stats
Against all odds
Killed Ukruk in the ambush.By Willi the Shalore Phoenix Knight level 27
67th Pyre 123rd year of Ascendancy at 10:50 see stats
Arachnophobia
Destroyed the spydric menace.By Willi the Shalore Phoenix Knight level 33
39th Haze 123rd year of Ascendancy at 13:53 see stats
Brave new world
Went to the Far East and took part in the war.By Willi the Shalore Phoenix Knight level 32
36th Haze 123rd year of Ascendancy at 06:13 see stats
Clone War
Destroyed your own Shade.By Willi the Shalore Phoenix Knight level 39
7th Pyre 124th year of Ascendancy at 13:29 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Willi the Shalore Phoenix Knight level 8
2nd Dusk 122nd year of Ascendancy at 18:48 see stats
Destroyer of the creation
Killed Slasul.By Willi the Shalore Phoenix Knight level 40
22nd Pyre 124th year of Ascendancy at 16:49 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Willi the Shalore Phoenix Knight level 30
9th Dusk 123rd year of Ascendancy at 17:17 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Willi the Shalore Phoenix Knight level 42
35th Pyre 124th year of Ascendancy at 19:14 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Willi the Shalore Phoenix Knight level 50
27th Haze 124th year of Ascendancy at 09:24 see stats
Explorer
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Willi the Shalore Phoenix Knight level 38
77th Regrowth 124th year of Ascendancy at 16:17 see stats
Exterminator
Killed 1000 creatures.By Willi the Shalore Phoenix Knight level 17
7th Decay 122nd year of Ascendancy at 04:26 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Willi the Shalore Phoenix Knight level 19
32nd Regrowth 123rd year of Ascendancy at 00:30 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Willi the Shalore Phoenix Knight level 50
21st Haze 124th year of Ascendancy at 14:02 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Willi the Shalore Phoenix Knight level 41
22nd Pyre 124th year of Ascendancy at 22:31 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Willi the Shalore Phoenix Knight level 39
2nd Pyre 124th year of Ascendancy at 17:47 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Willi the Shalore Phoenix Knight level 23
19th Pyre 123rd year of Ascendancy at 04:20 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Willi the Shalore Phoenix Knight level 50
7th Haze 124th year of Ascendancy at 22:21 see stats
Level 10
Got a character to level 10.By Willi the Shalore Phoenix Knight level 10
52nd Dusk 122nd year of Ascendancy at 23:32 see stats
Level 20
Got a character to level 20.By Willi the Shalore Phoenix Knight level 20
32nd Regrowth 123rd year of Ascendancy at 08:06 see stats
Level 30
Got a character to level 30.By Willi the Shalore Phoenix Knight level 30
6th Dusk 123rd year of Ascendancy at 09:11 see stats
Level 40
Got a character to level 40.By Willi the Shalore Phoenix Knight level 40
7th Pyre 124th year of Ascendancy at 13:29 see stats
Level 50
Got a character to level 50.By Willi the Shalore Phoenix Knight level 50
6th Haze 124th year of Ascendancy at 18:27 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Willi the Shalore Phoenix Knight level 49
20th Dusk 124th year of Ascendancy at 18:35 see stats
Orcrist
Killed the leaders of the Orc Pride.By Willi the Shalore Phoenix Knight level 50
7th Haze 124th year of Ascendancy at 20:40 see stats
Pest Control
Killed 1000 reproducing vermin.By Willi the Shalore Phoenix Knight level 49
22nd Dusk 124th year of Ascendancy at 12:13 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Willi the Shalore Phoenix Knight level 38
69th Regrowth 124th year of Ascendancy at 18:23 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Willi the Shalore Phoenix Knight level 9
43rd Dusk 122nd year of Ascendancy at 15:53 see stats
Size is everything
Did over 1500 damage in one attack.By Willi the Shalore Phoenix Knight level 43
37th Pyre 124th year of Ascendancy at 11:47 see stats
Size matters
Did over 600 damage in one attack.By Willi the Shalore Phoenix Knight level 23
56th Pyre 123rd year of Ascendancy at 14:12 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Willi the Shalore Phoenix Knight level 31
29th Haze 123rd year of Ascendancy at 06:23 see stats
Slime killer party
Have 200 walls on the sludgenest turn into hostile creatures.By Willi the Shalore Phoenix Knight level 49
24th Dusk 124th year of Ascendancy at 00:15 see stats
Slimefest
Have 100 walls on the sludgenest turn into hostile creatures.By Willi the Shalore Phoenix Knight level 49
22nd Dusk 124th year of Ascendancy at 05:16 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Willi the Shalore Phoenix Knight level 50
27th Haze 124th year of Ascendancy at 09:22 see stats
The Arena
Unlocked Arena mode.By Willi the Shalore Phoenix Knight level 11
37th Haze 122nd year of Ascendancy at 17:56 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Willi the Shalore Phoenix Knight level 46
68th Pyre 124th year of Ascendancy at 00:06 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Willi the Shalore Phoenix Knight level 18
23rd Regrowth 123rd year of Ascendancy at 01:00 see stats
The Sun Still Shines
Aeryn survived the last battle.By Willi the Shalore Phoenix Knight level 50
27th Haze 124th year of Ascendancy at 09:24 see stats
The secret city
Discovered the truth about mages.By Willi the Shalore Phoenix Knight level 10
55th Dusk 122nd year of Ascendancy at 21:30 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Willi the Shalore Phoenix Knight level 47
77th Pyre 124th year of Ascendancy at 17:28 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Willi the Shalore Phoenix Knight level 18
22nd Regrowth 123rd year of Ascendancy at 15:56 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Willi the Shalore Phoenix Knight level 25
61st Pyre 123rd year of Ascendancy at 16:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Willi the Shalore Phoenix Knight level 17
7th Decay 122nd year of Ascendancy at 11:16 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Willi the Shalore Phoenix Knight level 26
66th Pyre 123rd year of Ascendancy at 05:27 see stats
Log
Ran for 6 turns (stop reason: object seen).
There is an item here: Chromatic Harness (10 def, 14 armour)
Ran for 2 turns (stop reason: object seen).
There is an item here: Obsidianreeve the dragonbone longbow
There is an item here: Radiancenigh the dragonbone longbow
There is an item here: dragonbone longbow 'Xanona'
Willi picks up (q.): Radiancenigh the dragonbone longbow.
There is an item here: Chromatic Harness (10 def, 14 armour)
Ran for 2 turns (stop reason: object seen).
There is an item here: Scale Mail of Kroltar (10 def, 18 armour)
There is an item here: Scale Mail of Kroltar (10 def, 18 armour)
Error while transfering Cracklewind (19-26.6 power, 4 apr) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Willi deactivates Phoenix Blood.
Willi deactivates Chant of Fortress.
Willi deactivates Eldritch Combat.
Willi deactivates Phoenix Heart.
Willi deactivates Secrets of the Eternals.
Willi deactivates Phoenix Soul.
Willi deactivates Anime Style.
Willi deactivates Eldritch Aura.





















































































