Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 50 / 3021% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 92 (base 60) |
| Dexterity | 42 (base 11) |
| Constitution | 34 (base 11) |
| Magic | 51 (base 20) |
| Willpower | 112.15814066807 (base 60) |
| Cunning | 127.32651253447 (base 66) |
Resources
| Mana | 709/905 |
| Psi | 200/202 |
| Life | 1426/1426 |
| Stamina | 504/522 |
| Equilibrium | 58 |
| Healing Factor | 1.8799999999999 |
| Regeneration | 31.395999999998 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 66 |
| Crit Chance | 51% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 76 |
| Accuracy | 66 |
| Crit Chance | 54% |
| APR | 38 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 100 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +48% |
| Lightning | +15% |
| Darkness | +26% |
| Acid | +36% |
| Fire | +87% |
| Physical | +122% |
| Cold | +48% |
| All | +7% |
Offense: Damage Penetration
| Acid | +15% |
| Mind | +33% |
| Darkness | +12% |
| Blight | +10% |
| Physical | +86% |
| Fire | +38% |
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 40.4 |
| Ranged Defense | 40.4 |
| Fatigue | 4 |
| Physical Save | 67.99375 |
| Spell Save | 67.745087308456 |
| Mental Save | 73.173657155222 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 27%( 70%) |
| Mind | + 42%( 70%) |
| Darkness | + 29%( 70%) |
| Arcane | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Poison Resistance | 70% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 33% for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 691 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1275% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 11 turns. Also while Heroism is active, you will only die when reaching -737 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1079% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (advanced) | 1.40 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (distance) | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Summoning (utility) | 1.79 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Mindstar mastery | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Field control | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Master Summoner |
| talent | Psiblades |
| talent | Elemental Harmony |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 again | active |
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 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you gained talent category Technique / Field control (at mastery 0.80). | 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 Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 Prox 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 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: 4044. | 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 Stire of Derth. 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. Stire of Derth has completed an elixir of precision 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 serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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. * 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Phoenixrain (0 def, 5 armour) Phoenixrain (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Mag / +8 Wil Damage when the wearer is hit: 12 blight Changes resistances: +9% darkness / +12% fire Changes resistances penetration: +10% blight Changes damage: +6% darkness / +12% fire Physical save: +14 Spell save: +13 Mental save: +14 Mindpower: +6 It can be used to blink to a nearby random location, placing all other charms into a 20 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 64 power out of 150/150) : Effective talent level: 4.0 Power cost: 64 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 33.23 cold damage and 49.84 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +2 Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
| On hands | archer's voratun gauntlets of dispersion (0 def, 3 armour) archer's voratun gauntlets of dispersion (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Armour: +3 Changes stats: +4 Dex / +9 Mag / +5 Cun Changes resistances: +9% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 16 cooldown : Effective talent level: 3.6 Power cost: 16 out of 20/20. Range: 10.00 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. |
| Tool | Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 Changes stats: +10 Str / +10 Con Life regen: +1.70 Maximum life: +94.00 Healing mod.: +30% Rings can have magical properties. |
| On fingers | solipsist's voratun ring of speed solipsist's voratun ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +7 Defense: +10 Changes stats: +7 Cun / +7 Wil Mindpower: +13 Movement speed: +14% It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings can have magical properties. |
| Around neck | archmage's voratun amulet of mastery (0.39 Wild-gift / Summoning (utility)) archmage's voratun amulet of mastery (0.39 Wild-gift / Summoning (utility))Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +8% fire / +7% cold / +8% lightning / +8% acid Talent mastery: +0.39 Wild-gift / Summoning (utility) Spellpower: +5 Spell crit. chance: +5% Amulets can have magical properties. |
| In main hand | Great Caller (10-11 power, 21 apr, nature damage) Great Caller (10-11 power, 21 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 50% Wil, 71% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +21 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +7 Wil Changes damage: +8% physical / +8% fire / +8% cold Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +13 Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 16 power out of 24/24) : Effective talent level: 5.6 Power cost: 16 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Induces a killing rage in one of your summons, increasing all its stats by 32 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
| Around waist | drakeskin leather belt 'Torygrim' drakeskin leather belt 'Torygrim'Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +18 Physical crit. chance: +12.0% Physical power: +12 Changes stats: +12 Cun / +12 Dex Damage when the wearer hits(melee): 8 physical Changes resistances: +3% nature / +6% light Changes resistances penetration: +15% mind Mental save: +15 Mindpower: +2 A belt that goes around your waist. |
| In off hand | Psionic Fury (12-13.2 power, 30 apr, mind damage) Psionic Fury (12-13.2 power, 30 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 57% Wil, 28% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +30 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +7 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +14 Mental crit. chance: +8% It can be used to release a wave of psionic power, costing 32 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
| Cloak | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 Spell save: +10 Mental save: +10 Mindpower: +6 The wearer is asleep. Lucid-Dreamer:This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 8 power out of 25/25) : Effective talent level: 3.3 Power cost: 8 out of 25/25. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 100 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +12% physical / +15% acid Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% It can be used to send out a beam of kinetic energy, costing 8 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
heroism infusion of the psychic (+21 for 8 turns, die at -571) heroism infusion of the psychic (+21 for 8 turns, die at -571)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 8 turns. Also while Heroism is active, you will only die when reaching -571 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (1028% speed; 7 turns) movement infusion of the wizard (1028% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1028% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 705 for 5 turns) shielding rune of the psychic (absorb 705 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 705 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 141) teleportation rune of the psychic (range 141)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 141 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
AdvSumStun AdvSumStunPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +7 Physical crit. chance: +6.0% Changes stats: +5 Mag Damage when the wearer hits(melee): 2 arcane Damage when the wearer is hit: 12 mind Changes resistances: +30% lightning Changes resistances penetration: +10% mind Talent mastery: +0.40 Wild-gift / Summoning (advanced) Critical mult.: +20.00% Stun/Freeze immunity: +34% Mana each turn: +0.60 Psi each turn: +0.10 Hate when firing a critical mind attack: +3.00 Maximum mana: +52.00 Heals friendly targets nearby when you use a nature summon: +30 Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 48 power out of 60/60. The evilness of undeath radiates from this amulet. |
HealMPSumAdv HealMPSumAdvInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Cun / +7 Str Damage when the wearer hits(melee): 4 darkness Damage when the wearer is hit: 8 nature / 8 darkness Changes resistances penetration: +10% nature / +15% mind Changes damage: +6% darkness Talent mastery: +0.40 Wild-gift / Summoning (advanced) Mental save: +15 Cut immunity: +80% Confusion immunity: +25% Mindpower: +15 Healing mod.: +30% Life regen bonus (wilder-summons): +2.00 It can be used to activate talent Heal, placing all other charms into a 64 cooldown : Effective talent level: 3.0 Power cost: 64 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 568 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Pendent of the Sun and Moons Pendent of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% darkness / +10% light Changes resistances cap: +5% darkness / +5% light Changes resistances penetration: +15% darkness / +15% light Changes damage: +8% darkness / +8% light Spellpower: +8 Spell crit. chance: +5% It can be used to activate talent Circle of Sanctity (costing 24 power out of 60/60) : Effective talent level: 3.0 Power cost: 24 out of 60/60. 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. This small pendent depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 Spell crit. chance: +6% It can be used to unleash a destructive wail, costing 48 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
StatsTpSumMelee StatsTpSumMeleePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +2 Physical power: +2 Fatigue: -4% Changes stats: +10 Str / +10 Dex / +4 Mag / +10 Wil / +4 Cun Changes damage: +3% mind Talent mastery: +0.34 Wild-gift / Summoning (melee) Teleport immunity: +50% Mana each turn: +0.60 Maximum mana: +56.00 Infravision radius: +1 Healing mod.: +10% It can be used to teleports your randomly (rad 65), placing all other charms into a 12 cooldown. Amulets can have magical properties. |
anchoring gold amulet of mastery (0.26 Wild-gift / Summoning (distance)) anchoring gold amulet of mastery (0.26 Wild-gift / Summoning (distance))Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% temporal Talent mastery: +0.26 Wild-gift / Summoning (distance) Knockback immunity: +25% Amulets can have magical properties. |
archmage's voratun amulet of soulsearing archmage's voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +19% fire / +8% cold / +7% lightning / +7% acid / +13% blight Critical mult.: +20.00% Spellpower: +17 Spell crit. chance: +6% Amulets can have magical properties. |
cleansing voratun amulet of mastery (0.40 Wild-gift / Harmony) cleansing voratun amulet of mastery (0.40 Wild-gift / Harmony)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +26% blight Talent mastery: +0.40 Wild-gift / Harmony Disease immunity: +20% Amulets can have magical properties. |
grounding voratun amulet of murder grounding voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 Armour penetration: +5 Physical crit. chance: +5.0% Changes resistances: +19% lightning Critical mult.: +15.00% Stun/Freeze immunity: +46% Amulets can have magical properties. |
serendipitous voratun amulet of strength (+13) serendipitous voratun amulet of strength (+13)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +15 Changes stats: +13 Lck / +10 Str Amulets can have magical properties. |
voratun amulet of mastery (0.35 Cunning / Survival) voratun amulet of mastery (0.35 Cunning / Survival)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.35 Cunning / Survival Amulets can have magical properties. |
voratun amulet of mastery (0.40 Wild-gift / Summoning (melee)) voratun amulet of mastery (0.40 Wild-gift / Summoning (melee))Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.40 Wild-gift / Summoning (melee) Amulets can have magical properties. |
wanderer's voratun amulet of healing wanderer's voratun amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Cun / +9 Con Cut immunity: +80% Healing mod.: +28% It can be used to activate talent Heal, placing all other charms into a 64 cooldown : Effective talent level: 3.0 Power cost: 64 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 568 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warmaker's voratun amulet warmaker's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +9 Dex / +10 Wil Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
MINDPOWER MINDPOWERRequires: - Level 35 Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +16 Cun / +15 Wil Damage when the wearer hits(melee): 2 arcane Damage when the wearer is hit: 8 arcane / 8 acid Changes resistances: +15% nature Changes resistances penetration: +10% arcane Changes damage: +18% darkness Physical save: +14 Poison immunity: +25% Disease immunity: +25% Mindpower: +41 Rings can have magical properties. This item has been sent to the Item's Vault. |
MpDisengage MpDisengageCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +9 Defense: +9 Changes stats: +8 Wil / +8 Cun / +6 Con Damage when the wearer hits(melee): 2 acid / 6 fire Changes resistances penetration: +5% fire Changes damage: +6% fire / +12% acid Spell save: +13 Mental save: +15 Confusion immunity: +50% Maximum stamina: +40.00 Mindpower: +15 Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 24 cooldown : Effective talent level: 1.6 Power cost: 24 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Rings can have magical properties. |
mule's voratun ring of perseverance mule's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Maximum encumbrance: +40 Stun/Freeze immunity: +33% Life regen: +2.50 Rings can have magical properties. |
wizard's voratun ring of arcane power wizard's voratun ring of arcane powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag Spell save: +20 Spellpower: +14 Rings can have magical properties. |
wizard's voratun ring of arcane power wizard's voratun ring of arcane powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag Spell save: +20 Spellpower: +10 Rings can have magical properties. |
Taintpride (16.5-18.15 power, 24 apr, nature damage) Taintpride (16.5-18.15 power, 24 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Changes stats: +2 Str Damage when the wearer hits(melee): 6 physical Damage when the wearer is hit: 15 physical / 10 lightning Changes resistances: +16% physical / +10% lightning / +15% acid / +6% nature / +3% light Changes resistances penetration: +19% physical / +10% lightning Changes damage: +18% physical / +9% lightning Mindpower: +5 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted living mindstar of flames (17-18.7 power, 47 apr, nature damage) gifted living mindstar of flames (17-18.7 power, 47 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 17.0 - 18.7 Uses stats: 71% Wil, 42% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +47 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 6 fire Changes resistances: +7% fire Changes resistances penetration: +9% fire Changes damage: +10% fire Mindpower: +24 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted living mindstar of sand (16-17.6 power, 40 apr, mind damage) gifted living mindstar of sand (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 8 physical Changes resistances: +8% physical Changes resistances penetration: +10% physical Changes damage: +5% physical Mindpower: +17 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful pulsing mindstar of flames (13-14.3 power, 38 apr, nature damage) hateful pulsing mindstar of flames (13-14.3 power, 38 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 13.0 - 14.3 Uses stats: 64% Wil, 35% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +38 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 7 fire Changes resistances: +7% fire Changes resistances penetration: +8% mind / +12% darkness / +6% fire Changes damage: +21% mind / +13% darkness / +6% fire Mindpower: +6 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful pulsing mindstar of storms (12-13.2 power, 32 apr, mind damage) hateful pulsing mindstar of storms (12-13.2 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 8 lightning Changes resistances: +6% lightning Changes resistances penetration: +11% mind / +8% darkness / +9% lightning Changes damage: +21% mind / +21% darkness / +8% lightning Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% It can be used to activate talent Inertial Shot (costing 7 power out of 8/8) : Effective talent level: 3.0 Power cost: 7 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable.. |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Attack speed: 70% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 5.00 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone shaterring forces, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 373.07 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
Crystal Shard (16-19.2 power, 4 apr, arcane damage) Crystal Shard (16-19.2 power, 4 apr, arcane damage)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 Spell crit. chance: +4% It can be used to create living shards of crystal, costing 36 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. This item has been sent to the Item's Vault. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +20% It can be used to activate talent Evasion (costing 32 power out of 40/40) : Effective talent level: 2.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 52% chance to completely evade them for 16 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
grounding drakeskin leather belt of the mystic grounding drakeskin leather belt of the mysticPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +14% lightning / +13% temporal Spellpower: +10 A belt that goes around your waist. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 24 power out of 60/60) : Effective talent level: 2.0 Power cost: 24 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 9 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 5). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
battlemaster's elven-silk cloak of Eldoral (3 def, 0 armour) battlemaster's elven-silk cloak of Eldoral (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +6 Str / +10 Dex / +3 Cun / +6 Con Talent mastery: +0.40 Technique / Combat training Spell save: -26 Stamina each turn: +1.40 Mana each turn: -0.51 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 12 power out of 18/18) : Effective talent level: 4.0 Power cost: 12 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Curehunt the drakeskin leather gloves (0 def, 13 armour) Curehunt the drakeskin leather gloves (0 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +12 Armour: +13 Changes stats: +5 Str / +2 Cun / +2 Wil Damage when the wearer hits(melee): 8 physical Changes resistances: +6% nature / +3% darkness / +6% light Changes damage: +8% physical Life regen: +2.00 Stamina each turn: +2.00 Maximum stamina: +26.00 Infravision radius: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent masteries: +0.20 Psionic / Grip +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 It can be used to activate talent Mindhook (costing 13 power out of 24/24) : Effective talent level: 4.0 Power cost: 13 out of 24/24. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +10% physical / +20% acid Changes resistances cap: +5% physical / +10% acid Changes resistances penetration: +15% physical / +15% acid Changes damage: +5% physical / +10% acid Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
heroic voratun gauntlets of dexterity (+5) (0 def, 9 armour) heroic voratun gauntlets of dexterity (+5) (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +21 Armour: +9 Changes stats: +5 Dex Mental save: +12 Maximum life: +63.00 Metal gloves protecting the hands up to the middle of the lower arm. |
enlightening voratun mail armour of command (19 def, 19 armour) enlightening voratun mail armour of command (19 def, 19 armour)Requires: - Strength 48 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +19 Fatigue: +16% Changes stats: +12 Cun / +6 Wil Mental save: +43 A suit of armour made of mail. |
nimble reinforced leather armour of Eyal (4 def, 7 armour) nimble reinforced leather armour of Eyal (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Ranged Defense: +9 Fatigue: +8% Changes stats: +5 Dex Life regen: +1.40 Maximum life: +85.00 Movement speed: +10% Healing mod.: +25% A suit of armour made of leather. |
enlightening voratun plate armour of the dragon (9 def, 16 armour) enlightening voratun plate armour of the dragon (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +2 Str / +6 Wil / +6 Cun / +6 Con Changes resistances: +15% physical / +15% fire / +13% cold / +15% lightning / +15% acid Talent cooldown: Rush (-5 turns) Mental save: +24 Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +40% A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
Summertide (17 def, 5 armour, 260 block) Summertide (17 def, 5 armour, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +5 Defense: +17 Ranged Defense: +17 Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +20% light / +15% darkness / +10% fire Changes resistances penetration: +10% mind / +10% light / +10% fire Changes damage: +15% mind / +15% light / +10% fire Talent granted: +5 Block Mental save: +18 Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 Light radius: +3 It can be used to send out a beam of light, costing 10 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
wintry voratun shield of the earth (12 def, 18 armour, 202 block) wintry voratun shield of the earth (12 def, 18 armour, 202 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +8% Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +5 Wil Damage when the wearer is hit: 20 cold Changes resistances: +19% cold Talent granted: +5 Block It can be used to activate talent Stone Wall, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 40/40. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 365.84 physical dmage. Duration and damage will improve with your Spellpower. Handheld deflection devices |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +25% nature / +10% cold / +10% darkness When used to imbue an object: Changes stats: +25 Con Changes resistances: +25% nature / +10% cold / +10% darkness A piece of the scorched wood taken from the remains of Snaproot. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. This item has been sent to the Item's Vault. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +8 Light radius: +4 It can be used to release a will o' the wisp, costing 16 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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, costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) 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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. Type: gem / red ; tier 5 When carried: Damage when the wearer is hit: 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 40 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 160 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. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 20 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
overpowered voratun torque of kinetic psionic shield [power 301] (27 cooldown) overpowered voratun torque of kinetic psionic shield [power 301] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical and acid damage by 301 for 6 turns, placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
quiet stralite torque of clear mind [power 3] (16 cooldown) quiet stralite torque of clear mind [power 3] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, placing all other charms into a 16 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded iron torque of thermal psionic shield [power 25] (16 cooldown) warded iron torque of thermal psionic shield [power 25] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Maximum wards: +2 physical / +1 mind / +1 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire and cold damage by 25 for 6 turns, placing all other charms into a 16 cooldown. Torques are made by powerful psionics to store psionic powers. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Damage when the wearer is hit: 10 nature Changes resistances: +10% nature / +10% blight Changes damage: +10% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +20% This small tree shaped totem is imbued with powerful healing energies. |
tentacled elven-wood totem of healing [power 210] (28 cooldown) tentacled elven-wood totem of healing [power 210] (28 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to heals the target for 210, placing all other charms into a 28 cooldown. Natural totems are made by powerful wilders to store nature power. |
warded dragonbone totem of cure illness [power 5] (16 cooldown) warded dragonbone totem of cure illness [power 5] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +5 nature / +5 acid / +4 light Talent granted: +1 Ward It can be used to removes up to 5 diseases from the target, placing all other charms into a 16 cooldown. Natural totems are made by powerful wilders to store nature power. |
Bethaldalle of firewall [power 133] (5 cooldown) Bethaldalle of firewall [power 133] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when the wearer is hit: 12 arcane Changes damage: +3% mind / +9% arcane Maximum hate: +2.00 Mindpower: +6 Heals friendly targets nearby when you use a nature summon: +20 It can be used to creates a wall of flames lasting for 4 turns (dam 133 overall), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +8 Mag Damage when the wearer is hit: 16 void Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spell save: +15 Spellpower: +3 It can be used to release a burst of void energy, costing 16 power out of 40/40. This jagged shape looks like a hole in space, yet is solid, though light in weight. |
quick ash wand of conjuration [power 115] (4 cooldown) quick ash wand of conjuration [power 115] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 58-115), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of detection [power 13] (12 cooldown) warded dragonbone wand of detection [power 13] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +5 fire / +3 cold / +4 lightning / +5 blight / +4 temporal Talent granted: +1 Ward It can be used to detect the presence of creatures around you (rad 13), placing all other charms into a 12 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 Burning Star 2 Burning StarRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 24 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 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 (Insane difficulty)
Found the mysterious staff and told Last Hope about it.By GrmblSummoner the Cornac Summoner level 35
9th Allure 124th year of Ascendancy at 19:37 see stats
A different point of view (Insane difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By GrmblSummoner the Cornac Summoner level 50
73rd Haze 124th year of Ascendancy at 00:53 see stats
Against all odds (Insane difficulty)
Killed Ukruk in the ambush.By GrmblSummoner the Cornac Summoner level 34
8th Allure 124th year of Ascendancy at 00:15 see stats
Arachnophobia (Insane difficulty)
Destroyed the spydric menace.By GrmblSummoner the Cornac Summoner level 50
76th Haze 124th year of Ascendancy at 12:03 see stats
Are you out of your mind?! (Insane difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By GrmblSummoner the Cornac Summoner level 40
60th Pyre 124th year of Ascendancy at 16:54 see stats
Brave new world (Insane difficulty)
Went to the Far East and took part in the war.By GrmblSummoner the Cornac Summoner level 38
42nd Regrowth 124th year of Ascendancy at 09:45 see stats
Bringer of Doom (Insane difficulty)
Killed a Bringer of Doom.By GrmblSummoner the Cornac Summoner level 20
51st Haze 122nd year of Ascendancy at 13:03 see stats
Curse Lifter (Insane difficulty)
Killed Ben Cruthdar the Cursed.By GrmblSummoner the Cornac Summoner level 21
14th Regrowth 123rd year of Ascendancy at 23:53 see stats
Destroyer of the creation (Insane difficulty)
Killed Slasul.By GrmblSummoner the Cornac Summoner level 50
48th Dusk 124th year of Ascendancy at 16:40 see stats
Destroyer's bane (Insane difficulty)
Killed Golbug the Destroyer.By GrmblSummoner the Cornac Summoner level 36
35th Regrowth 124th year of Ascendancy at 03:01 see stats
Dragon's Greed (Insane difficulty)
Amassed 8000 gold pieces.By GrmblSummoner the Cornac Summoner level 50
54th Haze 124th year of Ascendancy at 19:04 see stats
Earth Master (Insane difficulty)
Killed Harkor'Zun and unlocked Stone magic.By GrmblSummoner the Cornac Summoner level 50
47th Dusk 125th year of Ascendancy at 07:07 see stats
Evil denied (Insane difficulty)
Won ToME by preventing the Void portal from opening.By GrmblSummoner the Cornac Summoner level 50
60th Regrowth 126th year of Ascendancy at 02:37 see stats
Exterminator (Insane difficulty)
Killed 1000 creatures.By GrmblSummoner the Cornac Summoner level 20
32nd Haze 122nd year of Ascendancy at 10:51 see stats
Eye of the storm (Insane difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By GrmblSummoner the Cornac Summoner level 28
54th Haze 123rd year of Ascendancy at 13:53 see stats
Flooder (Insane difficulty)
Defeated Ukllmswwik while doing his own quest.By GrmblSummoner the Cornac Summoner level 49
48th Dusk 124th year of Ascendancy at 02:38 see stats
Genocide (Insane difficulty)
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By GrmblSummoner the Cornac Summoner level 38
19th Pyre 124th year of Ascendancy at 02:32 see stats
Home sweet home (Insane difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By GrmblSummoner the Cornac Summoner level 24
56th Dusk 123rd year of Ascendancy at 09:47 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By GrmblSummoner the Cornac Summoner level 42
62nd Pyre 124th year of Ascendancy at 16:35 see stats
Invasion from the Depths (Insane difficulty)
Stopped a naga invasion by closing their portal.By GrmblSummoner the Cornac Summoner level 50
28th Regrowth 125th year of Ascendancy at 09:59 see stats
Level 10 (Insane difficulty)
Got a character to level 10.By GrmblSummoner the Cornac Summoner level 10
41st Dusk 122nd year of Ascendancy at 16:51 see stats
Level 20 (Insane difficulty)
Got a character to level 20.By GrmblSummoner the Cornac Summoner level 20
31st Haze 122nd year of Ascendancy at 20:18 see stats
Level 30 (Insane difficulty)
Got a character to level 30.By GrmblSummoner the Cornac Summoner level 30
73rd Haze 123rd year of Ascendancy at 07:06 see stats
Level 40 (Insane difficulty)
Got a character to level 40.By GrmblSummoner the Cornac Summoner level 40
59th Pyre 124th year of Ascendancy at 14:53 see stats
Level 50 (Insane difficulty)
Got a character to level 50.By GrmblSummoner the Cornac Summoner level 50
48th Dusk 124th year of Ascendancy at 02:38 see stats
Orcrist (Insane difficulty)
Killed the leaders of the Orc Pride.By GrmblSummoner the Cornac Summoner level 50
18th Dusk 125th year of Ascendancy at 23:40 see stats
Pest Control (Insane difficulty)
Killed 1000 reproducing vermin.By GrmblSummoner the Cornac Summoner level 50
3rd Haze 124th year of Ascendancy at 14:15 see stats
Portal master (Insane difficulty)
Fought the two Sorcerers and closed four invocation portals.By GrmblSummoner the Cornac Summoner level 50
60th Regrowth 126th year of Ascendancy at 02:36 see stats
Race through fire (Insane difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By GrmblSummoner the Cornac Summoner level 50
6th Decay 124th year of Ascendancy at 17:06 see stats
Rescuer of the lost (Insane difficulty)
Rescued the merchant from the assassin lord.By GrmblSummoner the Cornac Summoner level 21
74th Regrowth 123rd year of Ascendancy at 16:55 see stats
Size is everything (Insane difficulty)
Did over 1500 damage in one attack.By GrmblSummoner the Cornac Summoner level 50
6th Decay 124th year of Ascendancy at 06:34 see stats
Size matters (Insane difficulty)
Did over 600 damage in one attack.By GrmblSummoner the Cornac Summoner level 27
21st Haze 123rd year of Ascendancy at 10:01 see stats
Sliders (Insane difficulty)
Activated a portal using the Orb of Many Ways.By GrmblSummoner the Cornac Summoner level 37
36th Regrowth 124th year of Ascendancy at 07:27 see stats
That was close (Insane difficulty)
Killed your target while having only 1 life left.By GrmblSummoner the Cornac Summoner level 46
2nd Dusk 124th year of Ascendancy at 01:03 see stats
The Arena (Insane difficulty)
Unlocked Arena mode.By GrmblSummoner the Cornac Summoner level 10
42nd Dusk 122nd year of Ascendancy at 16:01 see stats
The Legend of Garkul (Insane difficulty)
Learned the five chapters of the Legend of Garkul.By GrmblSummoner the Cornac Summoner level 50
15th Regrowth 125th year of Ascendancy at 06:51 see stats
The secret city (Insane difficulty)
Discovered the truth about mages.By GrmblSummoner the Cornac Summoner level 12
51st Dusk 122nd year of Ascendancy at 10:06 see stats
There and back again (Insane difficulty)
Opened a portal to Maj'Eyal from the Far East.By GrmblSummoner the Cornac Summoner level 43
4th Mirth 124th year of Ascendancy at 11:33 see stats
Treasure Hoarder (Insane difficulty)
Amassed 3000 gold pieces.By GrmblSummoner the Cornac Summoner level 39
26th Pyre 124th year of Ascendancy at 18:07 see stats
Treasure Hunter (Insane difficulty)
Amassed 1000 gold pieces.By GrmblSummoner the Cornac Summoner level 22
55th Pyre 123rd year of Ascendancy at 02:15 see stats
Vampire crusher (Insane difficulty)
Destroyed the Master in its lair of the Dreadfell.By GrmblSummoner the Cornac Summoner level 33
6th Allure 124th year of Ascendancy at 15:38 see stats
Log
Saving done.
Saving done.
Saving done.
Saving game...
You transfer Spider-Silk Robe of Spydrë (10 def, 15 armour) to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
You transfer Shard of Insanity to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
You transfer Rungof's Fang to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
You transfer Eye of the Dreaming One to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
GrmblSummoner wears(replacing): Hat of Arcane Understanding (2 def, 0 armour).
You transfer Aletta's Diadem (0 def, 0 armour) to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
