









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. 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: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Anorithil |
| Level / Exp | 44 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 7 on the 1st Mirth 122nd year of Ascendancy at 19:45 0 / 7Killed by Shasshhiy'Kaish at level 20 on the 52nd Dusk 122nd year of Ascendancy at 08:06 Killed by worm that walks at level 21 on the 16th Haze 122nd year of Ascendancy at 02:46 Killed by nightmare horror at level 35 on the 6th Pyre 123rd year of Ascendancy at 10:48 Killed by Neroriamira the grave wight at level 40 on the 19th Dusk 123rd year of Ascendancy at 10:06 Killed by ISuck at level 41 on the 59th Dusk 123rd year of Ascendancy at 05:25 Killed by overpowered greater multi-hued wyrm at level 44 on the 5th Regrowth 124th year of Ascendancy at 00:28 |
Primary Stats
| Strength | 21 (base 14) |
| Dexterity | 29 (base 10) |
| Constitution | 77 (base 56) |
| Magic | 91 (base 60) |
| Willpower | 31 (base 12) |
| Cunning | 84 (base 60) |
Resources
| Life | 1082/1170 |
| Positive | 143/149 |
| Negative | 144/144 |
| Healing Factor | 1.2068825910931 |
| Regeneration | -2.1120445344129 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | -2.9976021664879E-12% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 21.897475050694 |
| See Invisible | 49.897475050694 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 23 |
| Crit Chance | 53% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 67% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Arcane | +30% |
| All | 0% |
| Darkness | +146% |
| Light | +35% |
| Temporal | +13% |
| Lightning | +9% |
| Physical | +5% |
| Fire | +12% |
| Nature | +35% |
Offense: Damage Penetration
| Temporal | +27% |
| Darkness | +54% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 4 |
| Physical Save | 43 |
| Spell Save | 66 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Blight | + 52%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 69%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 70%( 70%) |
| Lightning | + 53%( 70%) |
| Temporal | + 40%( 70%) |
| Physical | + 19%( 70%) |
| Mind | + 23%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
| Poison Resistance | 78% |
| Blind Resistance | 46% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 or physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 555 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 247 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 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 10 for 10 turns. While Heroism is active, you will only die when reaching -685 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 Willpower stat. |
Class Talents
| Celestial / Star fury | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Glyphs | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Sunlight | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Celestial / Hymns | 1.50 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Corona |
| talent | Hymn Nocturnalist |
| talent | Hymn of Detection |
| talent | Chant of Resistance |
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 grave | active |
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 | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 349. | 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. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Cobravagrant (0 def, 5 armour)3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Mov.spd +20% Dmg.mod +15% nature Res.pen +17% darkness +17% temporal Apr +9 Melee Ret 12 arcane 8 nature ----- def ----- Armour +5 Fatigue +4% Resists +30% darkness +21% temporal Def/telep +26 Res/telep +17% Dur/telep +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Kachak the dwarven lantern1.0 T5 lite [Rare] Psionic While equipped: ----- def ----- Defense +14 (+7 eff.) Resists +9% mind +2% physical Crit.dmg- 15.00% Phys.save +20 (+7 eff.) Spell.save +36 (+9 eff.) Mind.save +20 (+9 eff.) Disease- +20% ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Voidwhisper the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Mag +4 Con dps ---------- Dmg.mod +9% blight +10% arcane +27% darkness Res.pen +10% darkness Melee Ret 12 darkness ----- def ----- Defense +2 (+1 eff.) Resists +12% blight Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | warded elven-wood wand of conjuration [power 289] (9 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 lightning +2 temporal +3 blight +3 fire +1 cold Talents +1 Ward Fire a bolt of a random element with (base) damage 144 to 289 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | conjurer's voratun ring of warding0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) ----- def ----- Resists +20% acid +14% fire +19% lightning +18% cold Rings can have magical properties. |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +7 Dex +9 Wil +7 Cun +10 Con dps ---------- Mind.pwr +13 (+5 eff.) ----- def ----- Resists +9% nature +12% blight Phys.save +16 (+5 eff.) Poison- +28% Disease- +22% Cannot be unequipped or rerolled until level 45. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Blastimmortal the dragonbone vilestaff (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +24 acid On Crit.r2 +4 lightning While equipped: dps ---------- Phys.crit +20.0% Spell.crit +5% Crit.mult +59.00% Spell.pwr +22 (+5 eff.) Melee+ 28 fire Dmg.mod +30% darkness +9% lightning Melee Ret 8 lightning ---------- misc See.Invis +19 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Dawncaller (5 def, 6 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Cun +7 Con dps ---------- Phys.crit +1.0% Spell.crit +9% Spell.pwr +9 (+2 eff.) Dmg.mod +18% light +20% nature +20% arcane +38% darkness Acc +4 (+2 eff.) ----- def ----- Armour +6 Defense +5 (+2 eff.) Resists +30% darkness +3% physical Die.at -40.00 life Max.HP +20.00 Poison- +50% Disease- +43% ---------- misc Stam/turn +0.20 Max.mana +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Stokevalor (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +5 Dex +2 Mag +5 Cun dps ---------- S.pwr/crit +4 Dmg.mod +19% darkness Res.pen +17% darkness +10% fire ----- def ----- Defense +3 (+1 eff.) Resists +10% darkness Stealth +15 ---------- misc Vim/s.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +6% darkness +5% temporal +5% light +5% physical ----- def ----- Blind- +18% ---------- misc Infravis +5 Sight +2 See.Invis +9 Amulets can have magical properties. |
Inventory
heroism infusion of the psychic (+8 for 8 turns, die at -276)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 8 turns. While Heroism is active, you will only die when reaching -276 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 Willpower stat. 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 |
heroism infusion of the warrior (+8 for 9 turns, die at -413)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 9 turns. While Heroism is active, you will only die when reaching -413 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. 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 |
controlled phase door rune of the titan (range 12)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
steel amulet 'Silyvea'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Armour +5 Defense +6 (+3 eff.) Resists +6% blight +6% light +3% lightning Res.Cap +4% all Phys.save +8 (+3 eff.) ---------- misc Max.hate +6.00 Masteries +0.19 Celestial/Glyphs Amulets can have magical properties. |
stralite amulet of perfection (0.34 Celestial / Light,0.34 Celestial / Hymns)0.1 T4 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.34 Celestial/Hymns +0.34 Celestial/Light Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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. |
Gloremitira the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex ----- def ----- Fatigue -10% Mind.save +6 (+3 eff.) HP.reg +1.00 Stun/Frz- +20% ---------- misc Light +2 Rings can have magical properties. |
copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings can have magical properties. |
Polylratha the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +18% blight +6% acid Res.pen +15% blight ----- def ----- Resists +9% blight Spell.save +8 (+2 eff.) HP.reg +2.40 Stun/Frz- +32% Rings can have magical properties. |
psionicist's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) Rings can have magical properties. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+5 eff.) Die.at -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. |
amber ring0.1 T4 ring jewelry [Ego] While equipped: dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Rings can have magical properties. |
stralite ring0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
Sceptre of the Archlich (150% power, 12 apr, darkness element)5.0 T4 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 150% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+7 eff.) Dmg.mod +26% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.10 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Mardunik (147% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 147% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +24 mind While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +9% Spell.pwr +32 (+8 eff.) Mind.pwr +2 (+1 eff.) Dmg.mod +38% darkness Res.pen +15% arcane ---------- misc Max.mana +67.00 Max.psi +20.00 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 10) dealing 49.23 to 59.08 darkness damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
Shadedredge (174% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 174% Range: 1.6x Uses 120% Str Dmg Temporal Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +35 cold On Hit: * 20% chance to inflict 15% damage reduction While equipped: dps ---------- Phys.crit +16.0% Crit.mult +24.00% Res.pen +17% physical Acc +21 (+10 eff.) Apr +33 Melee Ret 8 temporal ----- def ----- Fatigue -2% ---------- misc Infravis +2 Telepathy Dragon Massive two-handed swords. |
Thundersear the pouch of voratun shots (22/57, 169% power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Random Unique] Nature/Master Power 169% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 57 Ranged+ +12 temporal +4 arcane +14 bleed +20 nature On Crit.r2 +4 lightning On Hit: * 40% chance to daze at end of turn On Crit: * wounds the target for 7 turns: 10 bleeding, 42% reduced healing While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
Ce'Nylemina (14 def, 12 armour)2.0 T5 cloth armor [Rare] Nature While equipped: Stats +7 Str +7 Mag +6 Wil dps ---------- Dmg.mod +17% lightning +15% physical +13% cold ----- def ----- Armour +12 Defense +14 (+7 eff.) Rng.Def +9 (+4 eff.) Resists +12% lightning +15% cold +6% light +3% darkness Crit.dmg- 15.00% Phys.save +6 (+2 eff.) Blind- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of darkness (+18%) (5 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +5% light +31% darkness ----- def ----- Defense +5 (+2 eff.) Resists +18% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
marshal's cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Master While equipped: Stats +3 Str +2 Con dps ---------- Crit.mult +13.00% Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+3 eff.) Stealth +6 Max.HP +70.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's pair of drakeskin leather boots of disengagement (0 def, 5 armour)2.0 T5 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +5 Fatigue +5% Phys.save +9 (+3 eff.) Spell.save +11 (+2 eff.) Mind.save +13 (+6 eff.) Disengage: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
20 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-9 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+6 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
437 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
67 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 36 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Beluna the Boltpride1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% lightning +10% fire ----- def ----- Resists +30% lightning Mind.save +7 (+3 eff.) ---------- misc Light +3 See.Stealth +11 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +6 Masteries +0.10 Cunning/Stealth Blood Grasp: Level 3.0 Pwr.cost 9 out of 15/15. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 207.46 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (85 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
sapper's dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Cun +2 Str dps ---------- Acc +5 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Isludhetta (dig speed 20 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str +8 Mag +4 Wil dps ---------- Crit.mult +20.00% ----- def ----- Spell.save +30 (+7 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 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)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 power out of 261/400 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)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 761.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 23 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
quiet stralite torque of charged psionic shield [power 93] (18 cooldown)2.0 T4 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +2 Silence Cooldown Silence -1 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 93 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of thermal psionic shield [power 201] (25 cooldown)2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 201 for 7 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin [power 15] (18 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
rushing elven-wood totem of thorny skin [power 51] (18 cooldown)2.0 T4 totem charm [Ego+] Nature While equipped: ---------- misc Talents +2 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 51 and armour hardiness by 60% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By ISuck the Higher Anorithil level 25
45th Haze 122nd year of Ascendancy at 13:30 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By ISuck the Higher Anorithil level 36
7th Pyre 123rd year of Ascendancy at 20:05 see stats
Against all odds
Killed Ukruk in the ambush.By ISuck the Higher Anorithil level 25
30th Haze 122nd year of Ascendancy at 16:56 see stats
Arachnophobia
Destroyed the spydric menace.By ISuck the Higher Anorithil level 38
71st Pyre 123rd year of Ascendancy at 15:01 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By ISuck the Higher Anorithil level 44
4th Regrowth 124th year of Ascendancy at 23:27 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By ISuck the Higher Anorithil level 43
1st Decay 123rd year of Ascendancy at 18:07 see stats
Clone War
Destroyed your own Shade.By ISuck the Higher Anorithil level 29
8th Decay 122nd year of Ascendancy at 13:25 see stats
Destroyer's bane
Killed Golbug the Destroyer.By ISuck the Higher Anorithil level 27
67th Haze 122nd year of Ascendancy at 12:24 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By ISuck the Higher Anorithil level 18
49th Dusk 122nd year of Ascendancy at 21:52 see stats
Exterminator
Killed 1000 creatures.By ISuck the Higher Anorithil level 17
49th Dusk 122nd year of Ascendancy at 14:18 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By ISuck the Higher Anorithil level 40
17th Dusk 123rd year of Ascendancy at 08:51 see stats
Guiding Hand
Saved all escorted adventurers.By ISuck the Higher Anorithil level 26
60th Haze 122nd year of Ascendancy at 07:56 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ISuck the Higher Anorithil level 20
3rd Haze 122nd year of Ascendancy at 07:41 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By ISuck the Higher Anorithil level 32
33rd Regrowth 123rd year of Ascendancy at 22:52 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By ISuck the Higher Anorithil level 39
1st Summertide 123rd year of Ascendancy at 07:21 see stats
Level 10
Got a character to level 10.By ISuck the Higher Anorithil level 10
10th Mirth 122nd year of Ascendancy at 19:53 see stats
Level 20
Got a character to level 20.By ISuck the Higher Anorithil level 20
52nd Dusk 122nd year of Ascendancy at 01:45 see stats
Level 30
Got a character to level 30.By ISuck the Higher Anorithil level 30
8th Decay 122nd year of Ascendancy at 13:25 see stats
Level 40
Got a character to level 40.By ISuck the Higher Anorithil level 40
1st Dusk 123rd year of Ascendancy at 02:53 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By ISuck the Higher Anorithil level 3
77th Pyre 122nd year of Ascendancy at 17:02 see stats
Orcrist
Killed the leaders of the Orc Pride.By ISuck the Higher Anorithil level 43
1st Wintertide 124th year of Ascendancy at 11:53 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By ISuck the Higher Anorithil level 33
38th Regrowth 123rd year of Ascendancy at 09:18 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By ISuck the Higher Anorithil level 40
24th Dusk 123rd year of Ascendancy at 13:12 see stats
Size is everything
Did over 1500 damage in one attack.By ISuck the Higher Anorithil level 36
7th Pyre 123rd year of Ascendancy at 02:46 see stats
Size matters
Did over 600 damage in one attack.By ISuck the Higher Anorithil level 26
62nd Haze 122nd year of Ascendancy at 22:43 see stats
Sliders
Activated a portal using the Orb of Many Ways.By ISuck the Higher Anorithil level 27
67th Haze 122nd year of Ascendancy at 15:13 see stats
That was close
Killed your target while having only 1 life left.By ISuck the Higher Anorithil level 21
16th Haze 122nd year of Ascendancy at 02:45 see stats
The Arena
Unlocked Arena mode.By ISuck the Higher Anorithil level 14
31st Dusk 122nd year of Ascendancy at 23:16 see stats
The secret city
Discovered the truth about mages.By ISuck the Higher Anorithil level 16
39th Dusk 122nd year of Ascendancy at 21:58 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By ISuck the Higher Anorithil level 39
8th Mirth 123rd year of Ascendancy at 21:05 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By ISuck the Higher Anorithil level 31
25th Regrowth 123rd year of Ascendancy at 09:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By ISuck the Higher Anorithil level 19
51st Dusk 122nd year of Ascendancy at 02:30 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By ISuck the Higher Anorithil level 24
28th Haze 122nd year of Ascendancy at 21:53 see stats
Log
Rested for 0 turns (stop reason: losing health!).
Resting starts...
Rested for 0 turns (stop reason: losing health!).
Resting starts...
Rested for 0 turns (stop reason: losing health!).
Resting starts...
Rested for 0 turns (stop reason: losing health!).
Resting starts...
Rested for 0 turns (stop reason: losing health!).
Resting starts...
Rested for 0 turns (stop reason: losing health!).
Talent Healing Light is ready to use.
ISuck is no longer surging arcane power.
You are yanked out of this place!
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.
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Saving game...
Saving done.
ISuck deactivates Corona.
ISuck deactivates Hymn Nocturnalist.
ISuck deactivates Hymn of Detection.
ISuck vanishes from sight.
ISuck deactivates Chant of Resistance.




























































































































