Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Damned Class 1.2.5Adds a new afflicted class. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 50 / 748% |
| Size | big |
| Lifes / Deaths | Killed by Gorbat, Supreme Wyrmic of the Pride at level 35 on the 43rd Dusk 123rd year of Ascendancy at 05:30 1 / 7Killed by worm that walks at level 36 on the 52nd Dusk 123rd year of Ascendancy at 21:30 Killed by armoured skeleton warrior at level 39 on the 11st Haze 123rd year of Ascendancy at 03:34 Killed by shadow at level 39 on the 11st Haze 123rd year of Ascendancy at 05:08 Killed by overpowered greater multi-hued wyrm at level 40 on the 34th Haze 123rd year of Ascendancy at 19:58 Killed by Doomed Shade of Zevr at level 41 on the 46th Haze 123rd year of Ascendancy at 19:51 Killed by Zevr at level 50 on the 50th Pyre 124th year of Ascendancy at 10:35 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 50 (base 48) |
| Magic | 92 (base 60) |
| Willpower | 83 (base 60) |
| Cunning | 70 (base 44) |
Resources
| Life | 1108/1108 |
| Paradox | 676 |
| Healing Factor | 1.2 |
| Regeneration | 74.22 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +10% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 21 |
| See Invisible | 25 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 18 |
| Crit Chance | 22% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 44% |
| Speed | 0.90909090909091 |
Offense: Mind
| Mindpower | 52.033333333333 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 51.316163903834 (45%) |
| Defense | 41.417398047542 |
| Ranged Defense | 41.417398047542 |
| Fatigue | 0 |
| Physical Save | 27.425 |
| Spell Save | 47.333333333333 |
| Mental Save | 46.766666666667 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 59% |
| Bleed Resistance | 59% |
| Confusion Resistance | 40% |
| Teleport Resistance | 100% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 244 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.93 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Stasis | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Flux | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Matter | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Reality Smearing |
| talent | Matter Weaving |
| talent | Energy Decomposition |
| talent | Contingency |
| talent | Gravity Locus |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 61.60 life per turn. Regeneration |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Back and there again | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lone alchemist from death by skeleton master archer. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by vampire. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by ghoul. Escort: repented thief (level 2 of Dreadfell) | failed |
You failed to protect the repented thief from death by Isathra the ghast. Escort: repented thief (level 8 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +2. | 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 &039;, probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
The unhallowed morass is the name of the &039; surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | 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 |
Various alchemists around Maj&WHITEREDWHITEREDWHITELIGHT_GREEN039;ve found the needed pouch of bone giant dust. The Brotherhood of Alchemists* &039;ve not encountered hummerhorns before, they&039; * You&WHITEGREENWHITEGREENWHITEREDWHITEGREEN | active |
The Doom of the World! | 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the 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&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&LIGHT_GREENWHITELIGHT_GREEN There and back again | 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 | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | Shatterflash ShatterflashPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +1 Physical power: +8 (+4 eff.) Changes stats: +1 Wil Changes resistances: +10% cold / +30% darkness / +7% temporal Changes damage: +30% light Damage affinity(heal): +10% light Mental save: +15 (+5 eff.) Spell crit. chance: +3% Light radius: +10 See stealth: +21 See invisible: +25 Healing mod.: +20% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +29% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 74.53 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Un&039;s Cap (1 def, 0 armour) Un&039;s Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. The set is complete. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Changes damage: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Confusion immunity: +40% Spellpower: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Casting speed: +10% Reduces paradox anomalies(equivalent to willpower): +25 This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
| Tool | Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to inflict 559.20 temporal damage (based on Spellpower and Paradox, if any) on summons, removing any that survive from time, in a radius 2 ball out to range 5, costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren& |
| On fingers | Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| Around waist | spiritwalker& spiritwalker&Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Mag Spell save: +9 (+3 eff.) Mana each turn: +0.21 Maximum mana: +29.00 Size category: +1 A belt that goes around your waist. |
| In main hand | Rod of Sarrilon (30-36 power, 4 apr, physical element) Rod of Sarrilon (30-36 power, 4 apr, physical element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+9 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
| On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. The set is complete. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+5 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.7 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 3 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 189.29 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. This item has been sent to the Item& |
| Around neck | gold amulet &039; gold amulet &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances penetration: +5% acid Talent mastery: +0.23 Chronomancy / Gravity Reduces incoming crit damage: 5.00% Maximum encumbrance: +10 Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
Rune of the Rift (482.00 temporal damage, removed from time 4 turns) Rune of the Rift (482.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Inflicts 925.44 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glint GlintPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+7 eff.) Effects on melee hit: * 35% chance to blind * 10% chance to disease Effects on ranged hit: * 34% chance to blind Damage when hit (Melee): 4 light Changes stats: +2 Mag / +8 Wil / +8 Cun Changes resistances penetration: +15% arcane Changes damage: +6% blight Spell save: +20 (+7 eff.) Disarm immunity: +42% Pinning immunity: +47% Knockback immunity: +50% Mana each turn: +0.12 Maximum life: +48.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +1% Mindpower: +30 (+9 eff.) Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
This item will automatically be transmogrified when you leave the level. titan&titan& Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Con Changes resistances: +34% fire Changes damage: +17% fire Physical save: +16 (+8 eff.) Rings can have magical properties. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Physical power: +15 (+8 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fires a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
This item will automatically be transmogrified when you leave the level. Airbringer (66.5-99.75 power, 4 apr)Airbringer (66.5-99.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 120% Str Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +26 lightning / +8 fire Burst (radius 1) on hit: +8 lightning When wielded/worn: Armour: +2 Changes resistances: +9% mind / +1% physical Mental save: +3 (+1 eff.) Confusion immunity: +20% Massive two-handed mauls. |
Dawn& Dawn&Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn&039;s power lasts forever. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 336.70 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
This item will automatically be transmogrified when you leave the level. plaguebringer&plaguebringer& Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 13% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +13 blight When wielded/worn: Disease immunity: +18% Sharp, long, and deadly. |
Telos& Telos&Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos& |
This item will automatically be transmogrified when you leave the level. magelord&magelord& Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +12.0% Armour: +8 Defense: +8 (+3 eff.) Damage (Melee): 32 arcane Maximum wards: +2 blight Changes damage: +30% blight Talents granted: +4 Ward +1 Command Staff Maximum mana: +70.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. murderer&murderer& Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Defense: +3 (+1 eff.) Changes stats: +5 Dex / +5 Wil / +10 Cun Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+6 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn&039;ve clearly seen extensive use. |
Storm Bringer& Storm Bringer&Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 63.57 to 190.70 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
This item will automatically be transmogrified when you leave the level. polar voratun gauntlets of the verdant (0 def, 3 armour)polar voratun gauntlets of the verdant (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 12 cold Changes resistances: +17% blight / +7% cold / +15% darkness / +19% arcane Changes damage: +7% cold Damage affinity(heal): +12% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +19 (+6 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 20 blight / 10 vim draining blight Changes stats: +3 Mag / +7 Wil / +3 Cun Changes damage: +7% blight / +3% temporal / +7% arcane / +6% darkness Maximum vim: +25.00 Spell crit. chance: +3% Mindpower: +4 (+1 eff.) It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 27%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
This item will automatically be transmogrified when you leave the level. dragonslayer&dragonslayer& Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +12% acid / +12% fire / +15% lightning / +13% cold Allows you to breathe in: water A cap made of leather. |
Temporal Rift (8 def, 4 armour, 325 block) Temporal Rift (8 def, 4 armour, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Unsetting Sun (16 def, 20 armour, 280 block) Unsetting Sun (16 def, 20 armour, 280 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When wielded/worn: Armour: +20 Defense: +16 (+5 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+6 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
73 alchemist agate 73 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (137 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
74 alchemist bloodstone 74 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
This item will automatically be transmogrified when you leave the level. storming pouch of voratun shots of vileness (19/19, 53-63.6 power, 6 apr)storming pouch of voratun shots of vileness (19/19, 53-63.6 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 19 On weapon hit: * 18% chance to disease Damage (Ranged): +24 lightning / +11 blight Burst (radius 2) on crit: +9 lightning Shots are used with slings to pummel your foes to death. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Zevr the Cornac Paradox Mage level 30
3rd Mirth 123rd year of Ascendancy at 13:47 see stats
Against all odds
Killed Ukruk in the ambush.By Zevr the Cornac Paradox Mage level 27
34th Pyre 123rd year of Ascendancy at 12:47 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 Zevr the Cornac Paradox Mage level 40
34th Haze 123rd year of Ascendancy at 19:23 see stats
Brave new world
Went to the Far East and took part in the war.By Zevr the Cornac Paradox Mage level 33
28th Dusk 123rd year of Ascendancy at 11:41 see stats
Bringer of Doom
Killed a Bringer of Doom.By Zevr the Cornac Paradox Mage level 21
7th Pyre 123rd year of Ascendancy at 00:06 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Zevr the Cornac Paradox Mage level 43
16th Regrowth 124th year of Ascendancy at 17:57 see stats
Clone War
Destroyed your own Shade.By Zevr the Cornac Paradox Mage level 41
46th Haze 123rd year of Ascendancy at 21:26 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Zevr the Cornac Paradox Mage level 18
10th Haze 122nd year of Ascendancy at 00:20 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Zevr the Cornac Paradox Mage level 32
17th Dusk 123rd year of Ascendancy at 12:24 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Zevr the Cornac Paradox Mage level 40
38th Haze 123rd year of Ascendancy at 18:52 see stats
Exterminator
Killed 1000 creatures.By Zevr the Cornac Paradox Mage level 17
37th Dusk 122nd year of Ascendancy at 01:06 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zevr the Cornac Paradox Mage level 19
70th Regrowth 123rd year of Ascendancy at 21:12 see stats
Fear me not!
Survived the Fearscape!By Zevr the Cornac Paradox Mage level 30
70th Pyre 123rd year of Ascendancy at 23:49 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Zevr the Cornac Paradox Mage level 45
28th Pyre 124th year of Ascendancy at 21:55 see stats
Level 10
Got a character to level 10.By Zevr the Cornac Paradox Mage level 10
1st Flare 122nd year of Ascendancy at 11:20 see stats
Level 20
Got a character to level 20.By Zevr the Cornac Paradox Mage level 20
2nd Pyre 123rd year of Ascendancy at 17:28 see stats
Level 30
Got a character to level 30.By Zevr the Cornac Paradox Mage level 30
69th Pyre 123rd year of Ascendancy at 12:46 see stats
Level 40
Got a character to level 40.By Zevr the Cornac Paradox Mage level 40
34th Haze 123rd year of Ascendancy at 01:56 see stats
Level 50
Got a character to level 50.By Zevr the Cornac Paradox Mage level 50
50th Pyre 124th year of Ascendancy at 09:52 see stats
Orcrist
Killed the leaders of the Orc Pride.By Zevr the Cornac Paradox Mage level 41
39th Haze 123rd year of Ascendancy at 10:36 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Zevr the Cornac Paradox Mage level 18
44th Dusk 122nd year of Ascendancy at 22:28 see stats
Selfless
Won ToME by closing the Void portal using yourself as a sacrifice.By Zevr the Cornac Paradox Mage level 50
50th Pyre 124th year of Ascendancy at 10:35 see stats
Size matters
Did over 600 damage in one attack.By Zevr the Cornac Paradox Mage level 37
55th Dusk 123rd year of Ascendancy at 02:00 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Zevr the Cornac Paradox Mage level 32
24th Dusk 123rd year of Ascendancy at 09:46 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Zevr the Cornac Paradox Mage level 50
50th Pyre 124th year of Ascendancy at 10:34 see stats
That was close
Killed your target while having only 1 life left.By Zevr the Cornac Paradox Mage level 36
52nd Dusk 123rd year of Ascendancy at 23:05 see stats
The Arena
Unlocked Arena mode.By Zevr the Cornac Paradox Mage level 10
2nd Flare 122nd year of Ascendancy at 17:27 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Zevr the Cornac Paradox Mage level 38
8th Haze 123rd year of Ascendancy at 06:50 see stats
The Sun Still Shines
Aeryn survived the last battle.By Zevr the Cornac Paradox Mage level 50
50th Pyre 124th year of Ascendancy at 10:35 see stats
The secret city
Discovered the truth about mages.By Zevr the Cornac Paradox Mage level 18
41st Haze 122nd year of Ascendancy at 11:44 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Zevr the Cornac Paradox Mage level 17
32nd Dusk 122nd year of Ascendancy at 09:15 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Zevr the Cornac Paradox Mage level 30
74th Pyre 123rd year of Ascendancy at 11:05 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Zevr the Cornac Paradox Mage level 18
19th Haze 122nd year of Ascendancy at 19:59 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Zevr the Cornac Paradox Mage level 26
33rd Pyre 123rd year of Ascendancy at 12:16 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By Zevr the Cornac Paradox Mage level 5
78th Pyre 122nd year of Ascendancy at 19:12 see stats
Log
Zevr hits Argoniel for 176 physical, 248 temporal (424 total damage).
High Sun Paladin Aeryn casts Rune: Shielding.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn misses Argoniel.
High Sun Paladin Aeryn hits Argoniel for 25 physical, 22 light (47 total damage).
Deep Wound from Argoniel hits High Sun Paladin Aeryn for (18 blocked), 0 physical (0 total damage).
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (22 blocked), 0 acid (0 total damage).
Zevr casts Dust to Dust.
Zevr&
Argoniel shrugs off the critical damage!
Quest &039; is done! (Press &039; to see the quest log)
New Achievement: Tactical master!
Quest &039; status updated! (Press &039; to see the quest log)
Zevr hits Argoniel for 84 physical, 177 temporal (261 total damage).
Zevr killed Argoniel!
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
New Achievement: The Sun Still Shines!
Option unlocked: New Class: Adventurer
Saving done.
Zevr deactivates Matter Weaving.
Zevr stops regenerating health quickly.
Zevr deactivates Reality Smearing.
Zevr deactivates Contingency.
Zevr deactivates Energy Decomposition.
Zevr deactivates Gravity Locus.
