










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 32 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Elotira the fiery orc wyrmic at level 15 on the 10th Haze 122nd year of Ascendancy at 21:42 0 / 8Killed by Xeryrin the umber hulk at level 17 on the 12nd Haze 122nd year of Ascendancy at 22:19 Killed by Nerigassra the thief at level 19 on the 13rd Haze 122nd year of Ascendancy at 18:30 Killed by Xanowen the elven tempest at level 24 on the 64th Haze 122nd year of Ascendancy at 18:50 Killed by Nerith the hornet swarm at level 25 on the 67th Haze 122nd year of Ascendancy at 03:56 Killed by Mayikira the fox at level 26 on the 73rd Haze 122nd year of Ascendancy at 17:00 Killed by Bethuma the corrupted protoplasmic controller at level 32 on the 7th Allure 123rd year of Ascendancy at 09:19 Killed by Bethuma the corrupted protoplasmic controller at level 32 on the 7th Allure 123rd year of Ascendancy at 09:44 |
Primary Stats
| Strength | 50 (base 10) |
| Dexterity | 30 (base 10) |
| Constitution | 51 (base 32) |
| Magic | 98 (base 60) |
| Willpower | 71 (base 37) |
| Cunning | 49 (base 19) |
Resources
| Life | -83/762 |
| Paradox | 546 |
| Steam | 100/100 |
| Healing Factor | 1.2782805429864 |
| Regeneration | 3.2596153846154 |
Speed
| Mental | +18.402129032951% |
| Attack | +18.402129032951% |
| Movement | +10% |
| Spell | +18.402129032951% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 3 |
| See Stealth | 6 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 41 |
| Crit Chance | 45% |
| APR | 7 |
| Speed | 0.84 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 41 |
| Crit Chance | 50% |
| APR | 11 |
| Speed | 0.84 |
Offense: Spell
| Spellpower | 81 |
| Crit Chance | 47% |
| Speed | 0.8445794076234 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 27% |
| Speed | 0.8445794076234 |
Offense: Damage Bonus
| Nature | -30% |
| Lightning | -35% |
| Light | -24% |
| Temporal | -25% |
| Blight | -42% |
| Arcane | -39% |
| Physical | -34% |
| All | -45% |
Offense: Damage Penetration
| Arcane | +15% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 26 (45%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 3 |
| Physical Save | 46 |
| Spell Save | 64 |
| Mental Save | 53 |
Defense: Resistances
| Acid | 38%( 70%) |
| Blight | 31%( 70%) |
| Arcane | 34%( 70%) |
| Cold | 36%( 70%) |
| All | 25%( 70%) |
| Darkness | 30%( 70%) |
| Light | 27%( 70%) |
| Lightning | 58%( 75%) |
| Physical | 29%( 70%) |
| Fire | 34%( 70%) |
| Nature | 42%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 90% |
| Pinning Resistance | 10% |
| Poison Resistance | 19% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 269 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 184% efficiency and cooldown mod of 61%. Its effects scale with your Willpower stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Matter | 1.40 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | 3 Fateweaver |
| beneficial effect | Spellsurge |
| detrimental effect | Reduces all damage done by 45% and increase all detrimental effects durations by 6 turns on application. Covered in Gastric Fluids |
| beneficial effect | Increases attack, spell, and mind speed by 18%. 3 Time Dilation |
| beneficial effect | The target is out of phase with reality, increasing defense by 10, resist all by 10%, and reducing the duration of detrimental timed effects by 10%. Out of Phase |
| beneficial effect | The time distortion has created a restoration field, healing the target for 65 each turn. Temporal Restoration Field |
| detrimental effect | The gloom has confused the target, making it act randomly (25% chance) and unable to perform complex actions. Confused by the gloom |
| beneficial effect | 3 Spin |
| beneficial effect | The target has a 75% chance of increasing the duration of one detrimental status effects on targets it damages by one. Seal Fate |
Quests
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 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. | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
Escort: worried loremaster (level 1 of Ruins of Kor'Pul) | 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 must explore the morass. | failed |
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 |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. 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 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 |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed black mamba head. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * &039;t drink it, even if it tells you to.&WHITELIGHT_GREEN039;ve found the needed wretchling eyeball. * You&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITELIGHT_GREEN039;ve found the needed bloated horror heart. * You&WHITELIGHT_GREEN039;ve found the needed electric eel tail. * &039; * You& | active |
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 within | 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 | Brightsweep the pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 8 fire Changes stats: +3 Mag / +2 Con Changes resistances: +12% fire Maximum encumbrance: +22 Physical save: +12 (+4 eff.) Pinning immunity: +10% Knockback immunity: +10% Teleport immunity: +100% See invisible: +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | alchemist&039;Ivodheth&Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +15 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +9 Wil Changes resistances penetration: +15% acid Changes damage: +3% blight / +12% light Critical mult.: +25.00% Spell save: +6 (+2 eff.) Maximum mana: +20.00 Light radius: +10 See stealth: +6 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Neryrakira (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +14 Str / +7 Dex / +3 Wil / +8 Cun Mental save: +21 (+7 eff.) Silence immunity: +0% Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +4% Light radius: +2 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A hat made of leather. Very stylish. |
| On hands | Storm Bringer&Requires: - Talent Heavy 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 Talent granted: +4 Iron Grip Critical mult.: +20.00% Disarm immunity: +90% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 15 power out of 10/16) : Effective talent level: 3.0 Power cost: 15 out of 10/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 43.82 to 131.46 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. |
| Tool | Prox&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 5 turns) A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | gold ring &039;Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% nature / +8% blight Changes resistances penetration: +15% arcane Changes damage: +6% arcane Spell save: +30 (+8 eff.) Mental save: +8 (+3 eff.) Poison immunity: +19% Disease immunity: +11% Stun/Freeze immunity: +25% Life regen: +1.90 Maximum mana: +40.00 Spell crit. chance: +2% Rings can have magical properties. |
| On fingers | onyx ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Rings can have magical properties. |
| Around neck | Khelogrim the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +7 Cun / +8 Con Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Life regen: +0.40 Stamina each turn: +0.50 Light radius: +3 Infravision radius: +3 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Bokoyon the yew magestaff (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * shock your foe dealing 20 damage and draining some of their resources When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +10.00% Mana each turn: +0.22 Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Spellpower: +36 (+7 eff.) Spell crit. chance: +9% It can be used to project a bolt elemental energy from the staff (to range 8) dealing 33.21 to 39.85 temporal damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Festerhash the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +4 (+1 eff.) Fatigue: +0% Changes stats: +5 Str Changes damage: +15% nature / +6% physical Maximum encumbrance: +0 Only die when reaching: -80.00 life Maximum life: +35.00 A belt that goes around your waist. |
| In off hand | Spelldrinker (27-35.1 power, 8 apr) Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 55% Dex, 5% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target * shock your foe dealing 16 damage and draining some of their resources When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
| Cloak | Wrap of Stone (0 def, 10 armour) 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 / +15% nature / +15% cold Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 54 power out of 52/60) : Effective talent level: 1.2 Power cost: 54 out of 52/60. Range: melee/personal 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 90.83 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | reinforced leather armour &039; (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +14.0% Physical power: +30 (+7 eff.) Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to blind Changes stats: +18 Str / +6 Dex / +18 Mag / +15 Wil / +6 Cun / +6 Con Changes resistances: +29% lightning / +18% acid / +6% darkness / +3% light Changes damage: +9% light Spellpower: +20 (+4 eff.) Spell crit. chance: +13% Mindpower: +33 (+8 eff.) Mental crit. chance: +13% Light radius: +2 A suit of armour made of leather. |
Inventory
steam generator implant of the duelist (steam 13)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.8 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
shielding rune of the wizard (absorb 446 for 4 turns)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 446 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Daneth&Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General& |
wanderer&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +7 Dex / +1 Mag / +4 Cun / +4 Con Life regen: +0.30 Stamina each turn: +0.30 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Movement speed: +10% Amulets can have magical properties. |
GlitterbiterInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +6 Cun / +2 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Grants telepathy: Humanoid/Orc Mental save: +20 (+7 eff.) Light radius: +3 Rings can have magical properties. |
Lelekalthoyon the SunbraidCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +2 Armour: +6 Changes stats: +6 Dex Changes resistances penetration: +15% fire Maximum life: +30.00 Rings can have magical properties. |
savage&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +4 Con Spell save: +12 (+3 eff.) Maximum stamina: +13.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Ararelrassra (37-51.8 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 15% chance to corrode armour by 30% * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +11 (+3 eff.) Fatigue: -2% Changes stats: +7 Con Changes resistances penetration: +11% acid Changes damage: +9% blight Grants telepathy: Dragon Disarm immunity: +23% Life regen: +1.30 Blunt and deadly. |
Tulyndur the vined mindstar (15-16.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 15.0 - 16.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Dex / +4 Cun / +2 Con Critical mult.: +7.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Xereth (4.5-4.95 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Changes stats: +8 Cun / +5 Wil Changes resistances penetration: +15% mind Critical mult.: +11.00% Mental save: +12 (+4 eff.) Mindpower: +20 (+5 eff.) Mental crit. chance: +2% 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. |
Guthra the steel steamgunRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 On weapon hit: * 40% chance to corrode armour by 30% Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +5 Dex / +1 Mag / +6 Con Changes resistances: +9% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Flashrot (21.5-32.25 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Base power: 21.5 - 32.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +42 On weapon hit: * 25% chance to put talents on cooldown Attacks use: 1.0 Steam When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to cause random gloom Effects when hit in melee: * 17% chance to cause random gloom Changes stats: +4 Str Changes resistances: +3% light / +3% temporal Changes resistances penetration: +5% temporal Changes damage: +9% physical Talent granted: +2 Block Stamina when hit: +1.00 Light radius: +2 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw &039; (23-34.5 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Base power: 23.0 - 34.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 111% Block value: +47 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +6 Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 fire Changes stats: +3 Str / +3 Dex Changes resistances: +2% physical / +3% darkness / +6% blight / +24% cold / +12% fire Talent granted: +2 Block Disarm immunity: +5% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Amakhad the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Fatigue: -8% Changes stats: +3 Dex / +2 Mag / +4 Wil Grants telepathy: Dragon Maximum encumbrance: +0 Spell save: +10 (+3 eff.) Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble&Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: +0% Changes stats: +4 Dex / +4 Cun / +6 Lck Reduced damage from: +21% Summoned Trap disarming bonus: +9 Stealth bonus: +7 Maximum encumbrance: +0 Infravision radius: +3 A belt that goes around your waist. |
Breneldir the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Dex / +6 Cun Changes resistances: +14% nature / +19% blight Changes damage: +12% blight Life regen: +1.20 Light radius: +2 Infravision radius: +2 Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polyta the Cystroar (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +4 Dex / +5 Mag / +6 Wil Changes resistances penetration: +15% nature Reduces incoming crit damage: 10.00% Physical save: +8 (+2 eff.) See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak &039; (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 20 mind / 12 acid Changes stats: +3 Str / +3 Dex / +4 Con Changes resistances: +0% nature / +0% cold Changes damage: +24% mind / +12% acid Talent mastery: +0.30 Technique / Combat training Spell save: -17 (-4 eff.) Stamina each turn: +0.90 Mana each turn: -0.28 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Wil / +2 Mag Changes resistances: +12% darkness / +14% temporal Spell save: +7 (+2 eff.) Maximum mana: +42.00 Defense after a teleport: +17 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelath (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +10 Con Changes resistances: +9% acid / +16% blight / +9% fire / +28% nature / +5% arcane Changes damage: +34% nature Grants telepathy: Demon/Minor Demon/Major Poison immunity: +34% Disease immunity: +50% Life regen: +5.80 Maximum life: +91.00 Maximum hate: +2.00 Healing mod.: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots &039; (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 blight Changes stats: +8 Lck / +5 Dex Changes resistances: +9% temporal Changes damage: +9% temporal Stealth bonus: +8 A pair of boots made of leather. |
Scabthorn the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +8 Armour: +2 Changes stats: +6 Cun / +5 Dex Changes damage: +9% nature / +6% blight Critical mult.: +20.00% Disarm immunity: +0% Mana each turn: +0.40 It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+4) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Changes stats: +4 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather hat &039; (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +8 Dex / +2 Mag / +4 Cun / +7 Con Changes damage: +21% light Grants telepathy: Demon/Minor Demon/Major Light radius: +2 A hat made of leather. Very stylish. |
Chalendil the dwarven-steel mail armour (3 def, 12 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +12.0% Physical power: +25 (+6 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +11 Str / +0 Dex / +8 Mag / +10 Wil / +0 Cun / +0 Con Changes resistances: +26% lightning / +6% blight Critical mult.: +3.00% Physical save: +9 (+3 eff.) Only die when reaching: -40.00 life Maximum life: +10.00 Spellpower: +28 (+6 eff.) Spell crit. chance: +9% Mindpower: +25 (+6 eff.) Mental crit. chance: +12% Healing mod.: +5% A suit of armour made of mail. |
quiver of elven-wood arrows of annihilation (21/21, 47-65.8 power, 22 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 47.0 - 65.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +22 Crit. chance: +7.5% Capacity: 21 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
Brandriver the dwarven-steel pickaxe (dig speed 13 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Damage when hit (Melee): 16 acid Changes stats: +4 Str / +2 Con Changes resistances: +12% acid / +3% fire / +7% physical Physical save: +8 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Maximum life: +61.00 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 after 40 turns, costing 182 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. |
powerful fiery salve [power 19] powerful fiery salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 128% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (19% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
powerful frost salve [power 19] powerful frost salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 128% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
powerful healing salve [power 263] powerful healing salve [power 263]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 128% efficiency and 55% cooldown modifier. It can be used to heal 263, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
powerful pain suppressor salve [power 228] powerful pain suppressor salve [power 228]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 128% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -228 life and reduces all damage by 17% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
powerful water salve [power 19] powerful water salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 128% efficiency and 55% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (19% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
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. |
dwarven steel back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Fatigue: -12% Maximum encumbrance: +30 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Defense: +6 (+2 eff.) Slows Projectiles: +15% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +3 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
potent air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
powerful second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
well-made head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Accuracy: +9 (+3 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
well-made viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type &ORANGELAST039; Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 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. |
Achievements
A different point of view (Insane (Adventure) difficulty)
75th Haze 122nd year of Ascendancy at 02:44 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Xodarap the Cornac Paradox Mage level 10
59th Dusk 122nd year of Ascendancy at 12:24 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Xodarap the Cornac Paradox Mage level 25
66th Haze 122nd year of Ascendancy at 19:58 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Xodarap the Cornac Paradox Mage level 23
61st Haze 122nd year of Ascendancy at 09:46 see stats
Fast Curse Dispel (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Xodarap the Cornac Paradox Mage level 10
59th Dusk 122nd year of Ascendancy at 12:24 see stats
Home sweet home (Insane (Adventure) difficulty)
75th Haze 122nd year of Ascendancy at 02:24 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Xodarap the Cornac Paradox Mage level 10
1st Dusk 122nd year of Ascendancy at 04:28 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Xodarap the Cornac Paradox Mage level 20
14th Haze 122nd year of Ascendancy at 07:59 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Xodarap the Cornac Paradox Mage level 30
1st Decay 122nd year of Ascendancy at 00:31 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Xodarap the Cornac Paradox Mage level 21
43rd Haze 122nd year of Ascendancy at 12:13 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Xodarap the Cornac Paradox Mage level 19
13rd Haze 122nd year of Ascendancy at 18:17 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Xodarap the Cornac Paradox Mage level 28
75th Haze 122nd year of Ascendancy at 02:44 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Xodarap the Cornac Paradox Mage level 12
69th Dusk 122nd year of Ascendancy at 21:05 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Xodarap the Cornac Paradox Mage level 28
75th Haze 122nd year of Ascendancy at 02:44 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Xodarap the Cornac Paradox Mage level 10
2nd Dusk 122nd year of Ascendancy at 20:58 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Xodarap the Cornac Paradox Mage level 28
75th Haze 122nd year of Ascendancy at 01:31 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Xodarap the Cornac Paradox Mage level 20
14th Haze 122nd year of Ascendancy at 16:12 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Xodarap the Cornac Paradox Mage level 32
7th Allure 123rd year of Ascendancy at 09:19 see stats
Log
Bethuma the corrupted protoplasmic controller slows down.
Xodarap&WHITELASTWHITELASTWHITELASTLASTLASTLASTLASTLASTLASTTalent Rethread is ready to use.
Bethuma the corrupted protoplasmic controller shoots!
Xodarap&WHITELASTWHITELASTWHITELASTLASTLASTLAST039;s Shoot hits Xodarap for (165 to time), 0 physical, (16 to time), 0 physical, (11 to time), 0 blight, (8 to time), 0 arcane, (6 to time), 0 mind, (3 to time), 0 mind (0 total damage).
Xodarap casts Rethread.
Xodarap&
Talent Temporal Bolt is ready to use.
Talent Repulsion Blast is ready to use.
Xodarap hits Bethuma the corrupted protoplasmic controller for (16 to psi shield), (5 resist armour), 0 temporal (0 total damage).
Xodarap&WHITELASTWHITELASTWHITELASTLASTLASTLASTLASTLASTLASTLASTLASTLAST










































































































