Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Temporal Warden |
| Level / Exp | 50 / 1034% |
| Size | medium |
| Lifes / Deaths | Killed by Betebeth the hornet swarm at level 6 on the 7th Mirth 122nd year of Ascendancy at 02:53 2 / 5Killed by The Shade at level 9 on the 3rd Summertide 122nd year of Ascendancy at 02:27 Killed by Enhro the thalore at level 23 on the 9th Dusk 123rd year of Ascendancy at 23:58 Killed by Polymirin the dreadmaster at level 47 on the 22nd Pyre 125th year of Ascendancy at 19:02 Killed by Vorywyn the runed bone giant at level 50 on the 11st Haze 125th year of Ascendancy at 13:02 |
Primary Stats
| Strength | 51 (base 18) |
| Dexterity | 90 (base 60) |
| Constitution | 66 (base 54) |
| Magic | 130 (base 60) |
| Willpower | 96 (base 51) |
| Cunning | 24 (base 11) |
Resources
| Life | 1439/1439 |
| Positive | 0/177 |
| Psi | 186/186 |
| Paradox | 301 |
| Healing Factor | 1.26 |
| Regeneration | 19.215 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +105.21478357188% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 10 |
| Infravision | 2 |
| See Stealth | 49.585323241803 |
| See Invisible | 49.585323241803 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 247 |
| Accuracy | 68 |
| Crit Chance | 14% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 102 |
| Accuracy | 68 |
| Crit Chance | 17% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69.25 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52.933333333333 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Defense: Base
| Armour (hardiness) | 32 (30%) |
| Defense | 72.896330810452 |
| Ranged Defense | 77.896330810452 |
| Fatigue | 18 |
| Physical Save | 48.566666666667 |
| Spell Save | 61.7125 |
| Mental Save | 71.6875 |
Defense: Resistances
| All | + 35%( 70%) |
Defense: Immunities
| Confusion Resistance | 64% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 28% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 760% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 755 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 643 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 694.20 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 669 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Chronomancy / Speed Control | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Temporal Hounds |
| talent | Chant of Fortress |
| talent | Contingency |
| talent | Weapon Folding |
| beneficial effect | The target is moving is 105% faster. 3 Celerity |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 |
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. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)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 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by wretchling. Escort: repented thief (level 8 of Dreadfell) | failed |
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 |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe 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 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 Horned Horror. * 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 |
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 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: 315. | 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 Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 | wanderer's pair of drakeskin leather boots of evasion (15 def, 5 armour) wanderer's pair of drakeskin leather boots of evasion (15 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+4 eff.) Fatigue: +5% Changes stats: +2 Cun / +4 Con Physical save: +19 (+6 eff.) Mental save: +17 (+4 eff.) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 31 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Light source | dwarven lantern of illusion dwarven lantern of illusionInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Physical save: +15 (+5 eff.) Spell save: +18 (+5 eff.) Mental save: +16 (+4 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | defender's drakeskin leather cap of sanctity (6 def, 12 armour) defender's drakeskin leather cap of sanctity (6 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +6 (+2 eff.) Fatigue: +5% Changes resistances: +12% blight / +15% darkness / +5% all Physical save: +9 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +10 (+2 eff.) It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
| On hands | Dawnsting (0 def, 3 armour) Dawnsting (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 17 arcane Changes stats: +11 Wil / +10 Mag Changes resistances: +10% arcane / +3% light Grants telepathy: Humanoid/Orc Mental save: +25 (+6 eff.) Light radius: +3 Heals friendly targets nearby when you use a nature summon: +10 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. |
| Tool | Ivubrenn the steel torque of psychoportation [power 34] (37 cooldown) Ivubrenn the steel torque of psychoportation [power 34] (37 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +10% arcane / +15% mind Changes damage: +6% arcane Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 34), putting all charms on cooldown for 37 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun ring 'Radiancevortex' voratun ring 'Radiancevortex'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour * 10% chance to blind Effects on ranged hit: * 29% chance to blind Damage when hit (Melee): 4 acid / 4 light Changes stats: +4 Wil / +6 Mag Changes resistances: +3% acid Changes resistances penetration: +10% acid Changes damage: +3% light / +6% acid Mental save: +11 (+3 eff.) Confusion immunity: +32% Spellpower: +12 (+3 eff.) Rings can have magical properties. |
| On fingers | conjurer's stralite ring of blinding strikes conjurer's stralite ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to blind Effects on ranged hit: * 30% chance to blind Changes stats: +5 Wil / +5 Mag Spellpower: +11 (+3 eff.) Rings can have magical properties. |
| Around neck | Glyta the voratun amulet Glyta the voratun amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +10 Str / +10 Dex / +20 Mag / +16 Wil Changes resistances: +12% mind Changes damage: +9% mind Spell save: +12 (+3 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +22% Mana when firing critical spell: +3.00 Mindpower: +15 (+5 eff.) Amulets can have magical properties. |
| In main hand | voratun waraxe 'Fulizor' (55-77 power, 6 apr) voratun waraxe 'Fulizor' (55-77 power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 55.0 - 77.0 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +16 arcane / +8 temporal Burst (radius 1) on hit: +4 arcane When wielded/worn: Armour penetration: +25 Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances penetration: +26% physical Changes damage: +23% physical One-handed war axes. |
| Around waist | blurring drakeskin leather belt of the vagrant blurring drakeskin leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+6 eff.) Changes stats: +3 Con Stealth bonus: +12 Mental save: +14 (+4 eff.) Mindpower: +7 (+2 eff.) A belt that goes around your waist. |
| In off hand | Spiderswift the voratun dagger (47-61.1 power, 9 apr) Spiderswift the voratun dagger (47-61.1 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 47.0 - 61.1 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +3 Mag Changes damage: +6% arcane Spellpower: +4 (+1 eff.) Sharp, short and deadly. |
| Cloak | Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a radius 4 blast of frozen vapors that deal 165.85 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
| Main armor | drakeskin leather armour 'Emera' (25 def, 12 armour) drakeskin leather armour 'Emera' (25 def, 12 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +25 (+6 eff.) Ranged Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Damage (Melee): 10 lightning Damage (Ranged): 10 lightning Damage when hit (Melee): 8 physical Changes stats: +11 Str Changes resistances: +29% lightning / +13% physical / +20% darkness / +23% cold / +6% mind / +6% acid Life regen: +15.00 Light radius: +2 Healing mod.: +26% It can be used to activate talent Track, 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: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; 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 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
movement infusion of the duelist (655% speed; 5 turns) movement infusion of the duelist (655% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 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 increase movement speed by 655% 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 Dexterity 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 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. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 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. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
enraging voratun amulet of vision enraging voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +5% physical Blindness immunity: +21% Infravision radius: +3 Sight radius: +2 See invisible: +10 Combat speed: +10% Amulets can have magical properties. |
stabilizing stralite amulet of murder stabilizing stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Changes resistances: +18% temporal Critical mult.: +12.00% Pinning immunity: +31% Knockback immunity: +36% Amulets can have magical properties. |
stralite amulet 'Arcobeisance' stralite amulet 'Arcobeisance'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +13 (+3 eff.) Damage when hit (Melee): 16 blight Changes stats: +13 Lck Changes resistances: +6% lightning / +20% fire / +23% cold Changes resistances penetration: +15% blight Changes damage: +6% lightning Physical save: +14 (+5 eff.) Spell save: +18 (+5 eff.) Mental save: +18 (+4 eff.) Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
wanderer's voratun amulet of magic (+7) wanderer's voratun amulet of magic (+7)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +7 Mag / +7 Cun / +10 Con Life regen: +1.30 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+14 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead 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 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 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. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Archery excellence +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Dual techniques +0.30 Technique / Shield offense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Urthyyahell UrthyyahellPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+4 eff.) Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane / +3% temporal Changes damage: +3% arcane Spellpower: +13 (+3 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused 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 21.00 cold and 25.52 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 voratun ring of power conjurer's voratun ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+4 eff.) Changes stats: +6 Wil / +6 Mag Spellpower: +23 (+6 eff.) Mindpower: +11 (+4 eff.) Rings can have magical properties. |
gladiator's voratun ring of misery gladiator's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +7 Str / +5 Cun / +6 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
marksman's voratun ring of misery marksman's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +7 Cun / +7 Dex Hate when firing a critical mind attack: +3.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
painweaver's voratun ring of sensing painweaver's voratun ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+4 eff.) Changes damage: +7% all Blindness immunity: +50% Spellpower: +11 (+3 eff.) Mindpower: +12 (+4 eff.) Infravision radius: +5 See stealth: +17 See invisible: +14 Rings can have magical properties. |
pixie's gold ring pixie's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +4 Mag Spellpower: +5 (+1 eff.) Rings can have magical properties. |
rogue's voratun ring rogue's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +10 Cun Rings can have magical properties. |
savage's voratun ring of pilfering savage's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +13 Defense: +13 (+3 eff.) Changes stats: +3 Con Spell save: +12 (+3 eff.) Maximum stamina: +34.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Bethivea' stralite ring 'Bethivea'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 4 physical Changes stats: +2 Dex / +7 Mag / +7 Cun Changes resistances penetration: +5% arcane Only die when reaching: -60.00 life Spellpower: +13 (+3 eff.) Rings can have magical properties. |
stralite ring 'Bleakcrypt' stralite ring 'Bleakcrypt'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +15 Armour: +2 Defense: +13 (+3 eff.) Changes stats: +5 Cun / +7 Mag Changes resistances: +28% light / +6% nature / +5% arcane Changes resistances penetration: +5% darkness Changes damage: +14% light / +6% darkness Spell save: +23 (+6 eff.) Disarm immunity: +10% Spellpower: +12 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
stralite ring 'Prismream' stralite ring 'Prismream'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 20 light / 12 acid Changes stats: +9 Wil Changes damage: +3% acid Mental save: +18 (+4 eff.) Rings can have magical properties. |
titan's gold ring of life titan's gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Life regen: +1.10 Maximum life: +55.00 Healing mod.: +19% Rings can have magical properties. |
voratun ring 'Arthitodogorn' voratun ring 'Arthitodogorn'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +1 Str / +2 Mag / +3 Wil / +2 Con Grants telepathy: Humanoid/Orc Mental save: +14 (+4 eff.) Confusion immunity: +49% See invisible: +12 Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
warrior's gold ring of tenacity warrior's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +26% Pinning immunity: +25% Knockback immunity: +35% Maximum life: +20.00 Rings can have magical properties. |
wizard's gold ring wizard's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Rings can have magical properties. |
wizard's steel ring of frost (+22%) wizard's steel ring of frost (+22%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% cold Changes damage: +11% cold Spell save: +6 (+2 eff.) Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical 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: 180% Mag Damage type: Arcane Mastery: Staff Mastery 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 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence 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." |
monstrous drakeskin leather belt of the vagrant monstrous drakeskin leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +5 Str / +9 Con Physical save: +10 (+3 eff.) Mental save: +6 (+2 eff.) Mindpower: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
murderer's elven-silk cloak of fog (10 def, 0 armour) murderer's elven-silk cloak of fog (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Defense: +10 (+2 eff.) Changes stats: +2 Cun / +4 Dex Changes resistances: +14% light / +19% fire Stealth bonus: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of mindcraft (3 def, 0 armour) spellcowled elven-silk cloak of mindcraft (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Mag / +8 Wil / +4 Cun Spell save: +9 (+2 eff.) Maximum mana: +61.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
alchemist's drakeskin leather gloves of the starseeker (0 def, 3 armour) alchemist's drakeskin leather gloves of the starseeker (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 5 acid / 6 fire / 5 cold / 7 lightning Changes stats: +6 Mag / +3 Wil / +3 Cun Changes resistances: +8% light / +7% darkness Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 82.11 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of archery (0 def, 3 armour) brawler's drakeskin leather gloves of archery (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +11 Armour: +3 Changes stats: +3 Str / +6 Dex / +10 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+4 eff.) 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: 10 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's dwarven-steel gauntlets of dispersion (0 def, 2 armour) brawler's dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 arcane Changes stats: +3 Str / +3 Dex / +6 Mag / +5 Wil / +3 Cun Changes resistances: +6% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+2 eff.) 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. Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Boltcutter' (0 def, 3 armour) drakeskin leather gloves 'Boltcutter' (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Armour: +3 Damage (Melee): 15 lightning Damage when hit (Melee): 8 lightning Changes stats: +6 Cun / +5 Dex Changes resistances: +9% lightning / +3% acid Changes damage: +11% lightning Life regen: +3.20 Stamina each turn: +1.60 Maximum stamina: +27.00 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: 10 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Morbusstrider' (0 def, 2 armour) dwarven-steel gauntlets 'Morbusstrider' (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 temporal / 7 arcane / 7 light Damage (Ranged): 8 temporal Changes stats: +4 Mag / +4 Wil Changes resistances: +5% light / +7% temporal / +3% nature / +6% arcane Changes damage: +4% light / +3% temporal 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. Metal gloves protecting the hands up to the middle of the lower arm. |
bladed drakeskin leather cap of precognition (10 def, 5 armour) bladed drakeskin leather cap of precognition (10 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +5 Defense: +10 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 15% chance to gain 10% of a turn Damage when hit (Melee): 8 physical Changes stats: +6 Cun / +3 Str It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 135.5 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
warlord's drakeskin leather cap of knowledge (0 def, 5 armour) warlord's drakeskin leather cap of knowledge (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +11 Wil / +2 Cun Changes resistances: +10% physical Physical save: +11 (+4 eff.) Mindpower: +5 (+2 eff.) A cap made of leather. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
743 alchemist agate 743 alchemist agate0.00 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. |
12 onyx 12 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire 8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Infernoblow the voratun pickaxe (dig speed 9 turns) Infernoblow the voratun pickaxe (dig speed 9 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +13 Armour: +4 Defense: +7 (+2 eff.) Damage when hit (Melee): 4 mind / 16 fire Changes stats: +8 Str Changes resistances: +9% physical / +15% nature / +15% mind Changes resistances penetration: +10% mind Changes damage: +8% nature / +3% fire When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 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 +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 jade 10 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 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.00 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. |
Planar Beacon Planar BeaconPowered 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 148.11 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 148.11 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide PhialInfused 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 (147 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
piercing dwarven lantern piercing dwarven lanternCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Changes resistances penetration: +12% all Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Demonic Orb of Many Ways Demonic 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
50 alchemist bloodstone 50 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
16 bloodstone 16 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. |
12 fire opal 12 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. |
10 ruby 10 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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) 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 770.40 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
Adida [power 535] (10 cooldown) Adida [power 535] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Fatigue: -4% Damage when hit (Melee): 12 arcane Life regen: +0.20 Maximum stamina: +15.00 It can be used to fire a bolt of a random element (dam 268-535), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 11 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [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. |
12 diamond 12 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. |
13 moonstone 13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl 15 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. |
9 amber 9 amber0.00 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. |
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 Odeoff the Higher Temporal Warden level 28
45th Dusk 123rd year of Ascendancy at 04:23 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Odeoff the Higher Temporal Warden level 39
49th Dusk 124th year of Ascendancy at 01:52 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Odeoff the Higher Temporal Warden level 34
19th Pyre 124th year of Ascendancy at 23:34 see stats
Brave new world
Went to the Far East and took part in the war.By Odeoff the Higher Temporal Warden level 31
24th Haze 123rd year of Ascendancy at 08:52 see stats
Bringer of Doom
Killed a Bringer of Doom.By Odeoff the Higher Temporal Warden level 14
16th Haze 122nd year of Ascendancy at 04:22 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Odeoff the Higher Temporal Warden level 16
2nd Allure 123rd year of Ascendancy at 07:07 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Odeoff the Higher Temporal Warden level 30
18th Haze 123rd year of Ascendancy at 21:13 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Odeoff the Higher Temporal Warden level 50
14th Haze 125th year of Ascendancy at 13:28 see stats
Explorer
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Odeoff the Higher Temporal Warden level 47
24th Pyre 125th year of Ascendancy at 08:28 see stats
Exterminator
Killed 1000 creatures.By Odeoff the Higher Temporal Warden level 17
44th Regrowth 123rd year of Ascendancy at 23:55 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Odeoff the Higher Temporal Warden level 24
21st Dusk 123rd year of Ascendancy at 16:00 see stats
Fear me not!
Survived the Fearscape!By Odeoff the Higher Temporal Warden level 44
24th Regrowth 125th year of Ascendancy at 10:32 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Odeoff the Higher Temporal Warden level 50
77th Dusk 125th year of Ascendancy at 19:32 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Odeoff the Higher Temporal Warden level 43
3rd Regrowth 125th year of Ascendancy at 09:12 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Odeoff the Higher Temporal Warden level 16
20th Haze 122nd year of Ascendancy at 10:58 see stats
Level 10
Got a character to level 10.By Odeoff the Higher Temporal Warden level 10
3rd Summertide 122nd year of Ascendancy at 03:08 see stats
Level 20
Got a character to level 20.By Odeoff the Higher Temporal Warden level 20
44th Pyre 123rd year of Ascendancy at 07:38 see stats
Level 30
Got a character to level 30.By Odeoff the Higher Temporal Warden level 30
18th Haze 123rd year of Ascendancy at 19:57 see stats
Level 40
Got a character to level 40.By Odeoff the Higher Temporal Warden level 40
63rd Dusk 124th year of Ascendancy at 10:32 see stats
Level 50
Got a character to level 50.By Odeoff the Higher Temporal Warden level 50
68th Pyre 125th year of Ascendancy at 03:50 see stats
Orcrist
Killed the leaders of the Orc Pride.By Odeoff the Higher Temporal Warden level 44
23rd Regrowth 125th year of Ascendancy at 15:42 see stats
Portal ender
Fought the two Sorcerers and closed three invocation portals.By Odeoff the Higher Temporal Warden level 50
14th Haze 125th year of Ascendancy at 13:27 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Odeoff the Higher Temporal Warden level 45
31st Regrowth 125th year of Ascendancy at 14:35 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Odeoff the Higher Temporal Warden level 16
50th Haze 122nd year of Ascendancy at 07:44 see stats
Self-killer
Killed your future self.By Odeoff the Higher Temporal Warden level 20
55th Pyre 123rd year of Ascendancy at 04:24 see stats
Size matters
Did over 600 damage in one attack.By Odeoff the Higher Temporal Warden level 41
39th Haze 124th year of Ascendancy at 09:00 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Odeoff the Higher Temporal Warden level 30
19th Haze 123rd year of Ascendancy at 00:20 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Odeoff the Higher Temporal Warden level 28
62nd Dusk 123rd year of Ascendancy at 18:05 see stats
The Arena
Unlocked Arena mode.By Odeoff the Higher Temporal Warden level 8
9th Mirth 122nd year of Ascendancy at 17:45 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Odeoff the Higher Temporal Warden level 40
64th Dusk 124th year of Ascendancy at 18:44 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Odeoff the Higher Temporal Warden level 23
8th Flare 123rd year of Ascendancy at 18:52 see stats
The Sun Still Shines
Aeryn survived the last battle.By Odeoff the Higher Temporal Warden level 50
14th Haze 125th year of Ascendancy at 13:28 see stats
The secret city
Discovered the truth about mages.By Odeoff the Higher Temporal Warden level 10
1st Flare 122nd year of Ascendancy at 05:47 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Odeoff the Higher Temporal Warden level 33
66th Regrowth 124th year of Ascendancy at 15:37 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Odeoff the Higher Temporal Warden level 23
8th Flare 123rd year of Ascendancy at 07:50 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Odeoff the Higher Temporal Warden level 38
45th Dusk 124th year of Ascendancy at 18:42 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Odeoff the Higher Temporal Warden level 17
1st Pyre 123rd year of Ascendancy at 13:53 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Odeoff the Higher Temporal Warden level 27
42nd Dusk 123rd year of Ascendancy at 16:33 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By Odeoff the Higher Temporal Warden level 5
79th Pyre 122nd year of Ascendancy at 18:22 see stats
Log
You gain 9.37 gold from the transmogrification of dreamer's elven-silk robe of alchemy (5 def, 0 armour).
You gain 7.74 gold from the transmogrification of wyrmwaxed elven-silk cloak of mindcraft (3 def, 0 armour).
You gain 5.82 gold from the transmogrification of voratun waraxe of ruin (40.5-56.7 power, 6 apr).
You gain 8.40 gold from the transmogrification of thunderous voratun waraxe (40-56 power, 6 apr).
You gain 5.72 gold from the transmogrification of glacial voratun waraxe (39-54.6 power, 6 apr).
You gain 7.73 gold from the transmogrification of blazebringer's voratun waraxe of torment (40.5-56.7 power, 6 apr).
You gain 7.09 gold from the transmogrification of orichalcum trident of ruin (51-81.6 power, 16 apr).
You gain 16.11 gold from the transmogrification of void walker's dragonbone vilestaff of power (30-36 power, 6 apr, darkness element).
You gain 6.62 gold from the transmogrification of living mindstar of venom (16.5-18.15 power, 40 apr, nature damage).
You gain 9.52 gold from the transmogrification of warbringer's voratun longsword of purging (40-56 power, 6 apr).
You gain 7.81 gold from the transmogrification of warbringer's voratun longsword (43.5-60.9 power, 6 apr).
You gain 5.29 gold from the transmogrification of dragonbone longbow of true flight.
You gain 7.80 gold from the transmogrification of elemental voratun greatsword (59.5-95.2 power, 4 apr).
You gain 5.95 gold from the transmogrification of voratun dagger of evisceration (36.5-47.45 power, 9 apr).
You gain 7.34 gold from the transmogrification of gladiator's voratun ring of frost (+36%).
You gain 1.69 gold from the transmogrification of vision rune (radius 16; dur 17; see undead).
You gain 3.15 gold from the transmogrification of phase door rune (range 14; power 39; dur 7).
You gain 3.40 gold from the transmogrification of controlled phase door rune (range 6).
You gain 3.85 gold from the transmogrification of controlled phase door rune (range 9).
You gain 2.16 gold from the transmogrification of acid wave rune (236 acid damage; dur 5; apply 22).
You gain 1.00 gold from the transmogrification of wild infusion (resist 17%; cure magical).
You gain 0.65 gold from the transmogrification of sun infusion (rad 9; power 21; turns 4; dispells darkness).
You gain 1.24 gold from the transmogrification of regeneration infusion (heal 248 over 5 turns).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Odeoff deactivates Contingency.
Odeoff deactivates Phase Pulse.
Odeoff deactivates Chant of Fortress.
Odeoff deactivates Weapon Folding.
Odeoff deactivates Temporal Hounds.
