
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Additional Randart Properties 1.5.10 All Spells Tree Unlock 1.5.10Description Side effect Addon unlocks every spell trees even they does't unlock/explore/lern in account yet. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Аддон разблокирует все ветки талантов в игре за все доступные классы (при условии, что те уже доступны для выбора, например Wildfire). Вы можете сразу начать играть с теми талантами, которые вам важны и прокачивать те ветки, в которых больше всего нуждаетесь. - Изменениям не подверглись требования талантов (Статы и Уровень) и их родство. Побочный эффект: Аддон разблокирует все ветки талантов, даже если они не открыты/изучены/исследованы на аккаунте до сих пор. Установка: Удаление: или в игре: New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Reflected Golem 1.5.0Modifies the Mirror of Reflection, adding the ability to change your golem's appearance. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Technicolor Golem Coats 1.4.0Alters second alchemy talents to function with all infusions, not just their own. Compatible with Arcanum and Nullpack alchemy trees. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Bugfix Pack 1.5.10An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 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:
Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Runic Golem 1.0.4 Convenient Digging 1.5.5 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Mountain Troll Race 1.5.5This addon adds Mountain Trolls as a playable race to the game. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ghoul Buff 1.3.3Tweaks the 1st and 4th Ghoul Racials. 1st for general usefulness, now grants flat damage reduction instead. 4th for general usefulness, now checks your Str+Con against Physical Save, and spawns infinite duration, slowly decaying, ghoul summons. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.5.0Donators/Buyers bonus! Square Field of Vision - Revised 1.0.6Makes field of vision and AoE square. Revised Short Staves 1.4.6Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Yeeks can survive a win 1.4.8With this, the die-or-die situation is Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Wights 1.0.4Adds Wights as playable undead race. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Quick Drown NPCs AOE 1.5.10 Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Dark Faerie |
| Class | Enchanter |
| Level / Exp | 45 / 60% |
| Size | 1 (tiny) |
| Lifes / Deaths | Killed by poison spore at level 4 on the 77th Dusk 122nd year of Ascendancy at 05:09 / 12Killed by Ce'Nura the dredgling at level 24 on the 37th Regrowth 123rd year of Ascendancy at 21:19 Killed by Silyth the Blightborn at level 26 on the 44th Regrowth 123rd year of Ascendancy at 13:45 Killed by Gata the corrupted plasmic disruptor at level 26 on the 44th Regrowth 123rd year of Ascendancy at 16:51 Killed by Isluwyn the elven elite warrior at level 27 on the 58th Regrowth 123rd year of Ascendancy at 22:05 Killed by war hound at level 33 on the 12nd Pyre 123rd year of Ascendancy at 16:07 Killed by Ivygakira the corrupted protosentient globula at level 35 on the 16th Pyre 123rd year of Ascendancy at 13:37 Killed by overpowered greater multi-hued wyrm at level 39 on the 7th Dusk 123rd year of Ascendancy at 10:37 Killed by Bethoda the fire drake hatchling at level 43 on the 23rd Dusk 123rd year of Ascendancy at 15:52 Killed by Zubanne the orc soldier at level 43 on the 24th Dusk 123rd year of Ascendancy at 07:39 Killed by Belewe the fire drake hatchling at level 43 on the 25th Dusk 123rd year of Ascendancy at 04:47 Killed by Velerin the bone giant at level 44 on the 29th Dusk 123rd year of Ascendancy at 10:23 |
Primary Stats
| Strength | 65 (base 10) |
| Dexterity | 58 (base 10) |
| Constitution | 106 (base 60) |
| Magic | 423 (base 60) |
| Willpower | 64 (base 11) |
| Cunning | 68 (base 10) |
Resources
| Life | 837/837 |
| Mana | 555/588 |
| Healing Factor | 1.5217391304348 |
| Regeneration | 0.3804347826087 |
Speed
| Mental | +151.3600601738% |
| Attack | 0% |
| Movement | +100% |
| Spell | +302.7201203476% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 8 |
| See Stealth | 76.508115550706 |
| See Invisible | 78.508115550706 |
| ESP Range | 10 |
| ESP Kinds | demon/major, animal/canine, demon/minor |
Offense: Mainhand
| Damage | 286 |
| Accuracy | 37 |
| Crit Chance | 26% |
| APR | 15 |
| Speed | 0.40 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 228 |
| Crit Chance | 58% |
| Speed | 0.24831140771831 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +75% |
| Lightning | +79% |
| Light | +61% |
| Temporal | +65% |
| Blight | +241% |
| Arcane | +61% |
| Darkness | +361% |
| All | +55% |
Offense: Damage Penetration
| Darkness | +10% |
| Nature | +15% |
| Blight | +20% |
| Physical | +25% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 68.96 (99.222462203024%) |
| Defense | 44 |
| Ranged Defense | 63 |
| Fatigue | 3 |
| Physical Save | 53 |
| Spell Save | 75 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | +100%(256%) |
| Arcane | + 70%( 70%) |
| Cold | + 17%( 70%) |
| All | 0%( 70%) |
| Darkness | +100%(256%) |
| Light | + 20%( 70%) |
| Temporal | + 9%( 70%) |
| Lightning | + 21%( 70%) |
| Physical | + 15%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 30% |
| Silence Resistance | 75% |
| Confusion Resistance | 74% |
| Knockback Resistance | 24% |
| Stun Resistance | 91% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| 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 1508 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 3195 damage for 7 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (25% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 15 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Disenchantment | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane enchantments | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Ordered hedgemagic | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Spell / Martial enchantments | 1.64 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Inanimation | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Force | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Mana alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Staff combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dark-faerie | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff magic | 1.97 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Arcane Fire Shield |
| talent | Inner Power |
| talent | Arcane Harmony |
| beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +303% Combat Speed: +151% All Damage: +53% |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by IHaveNoHp's Clone. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Shardskin. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 5126. | 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. | active |
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'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed vampire lord fang. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed multi-hued wyrm scale. * You've found the needed vial of greater demon bile. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed wretchling eyeball. * You've found the needed naga tongue. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed pouch of bone giant dust. * You've found the needed vial of squid ink. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 entered a temporal rift on level 3 of the Lost Dwarven Kingdom of Reknor and found yourself outside an underground city of dwarves. The Lost City of Vulcus (Lost Dwarven Kingdom of Reknor, level 3)While exploring the town, it came under siege. With your help, the City of Vulcus repelled the Orcish onslaught. 6 of 6 Dwarven artisans and 6 of 16 Dwarven combatants survived. | 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 within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Zanykhad the Smolderschism (0 def, 5 armour) =20 MOV=2.0 T5 feet armor [Random Unique] Arcane While equipped: Stats +2 Wil dps ---------- Mov.spd +20% Melee+ 12 fire Phasing +10% ----- def ----- Armour +5 Fatigue +5% Spell.save +9 (+3 eff.) Silence- +75% Confus- +64% Stun/Frz- +59% A pair of boots made of leather. |
| Light source | Guardian's Bell Guardian's Bell1.0 lite [Unique] Nature While equipped: Stats +310 Mag dps ---------- Spell.pwr +930 (+69 eff.) Dmg.mod +186% blight +186% darkness ----- def ----- Resists +372% blight +372% darkness Res.Cap +186% blight +186% darkness ---------- misc Light +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| On head | Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 22 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | Aeribrerin (0 def, 2 armour)1.0 T3 hands armor [Rare] Arcane While equipped: Stats +3 Str +4 Wil dps ---------- Mov.spd +20% Melee+ 13 light Dmg.mod +6% light ----- def ----- Armour +2 Resists +11% light ---------- misc Infravis +3 Telepathy Demon/Minor Demon/Major Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | yew totem of thorny skin 'Muroddagorn' [power 94] (13 cooldown) =20 MOV=2.0 T3 totem charm [Rare] Arcane/NatureEnchantment: Charm While equipped: Stats +1 Cun dps ---------- Mov.spd +20% ----- def ----- Dmg.red +5 all Mind.save +6 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Harden the skin for 7 turns increasing armour by 94 and armour hardiness by 50% Puts all charms on 13 cooldown 100% to regenerate 18 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +6 Mag +6 Wil +12 Cun +8 Con dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +11 (+1 eff.) Mind.pwr +11 (+4 eff.) Melee+ 8 physical Res.pen +20% blight Apr +2 ----- def ----- Resists +2% physical ---------- misc Stam/turn +0.20 Max.stam +20.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | stralite amulet 'Tularuigas'0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +8 Wil +5 Con dps ---------- Melee+ 12 physical Res.pen +10% physical ----- def ----- Resists +2% physical Phys.save +9 (+3 eff.) ---------- misc Masteries +0.34 Spell/Martial enchantments +0.34 Spell/Staff magic Amulets can have magical properties. |
| In main hand | dragonbone short starstaff 'Demonpain' (20-22 power, 6 apr, darkness element)3.0 T5 short staff 1H weapon [Rare] Nature Power 20.0 - 22.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 arcane On Crit.r2 +4 darkness While equipped: dps ---------- Spell.crit +5% Spell.pwr +12 (+1 eff.) Melee+ 4 blight Dmg.mod +20% darkness On Hit (Melee): * 12% chance to blind ----- def ----- Defense +10 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +4 Talents +1 Command Staff On Spell Hit: 10% Invoke Darkness 1 Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 481.97 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Mayyrera =20 MOV=1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Wil +2 Mag dps ---------- Phys.crit +2.0% Mov.spd +20% Melee+ 16 physical Res.pen +15% physical ----- def ----- Armour +12 Defense +10 (+3 eff.) Phys.save +15 (+5 eff.) ---------- misc Stam/turn +0.60 A belt that goes around your waist. |
| In off hand | Woeoozer of the Blightspawn Woeoozer of the Blightspawn1.0 T2 wardstone armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Str -4 Wil dps ---------- Melee+ 4 arcane Dmg.mod +6% arcane +3% darkness Melee Ret 18 lightning 2 blindness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Defense +4 (+1 eff.) Resists +6% acid +9% temporal +9% light +5% arcane +7% cold +10% nature +7% lightning Dmg.red +2 all D.Red.from +5% Animal +8% Vermin +5% Insect +8% Spiderkin Proj.slow +15% ---------- misc Psi/turn +0.60 Max.psi +22.00 Max.P.En +5.00 Max.N.En +5.00 Infravis +2 Wards +2 acid +2 temporal +1 light +2 arcane +2 cold +2 nature +2 lightning Talents +4 Ward Randomly fires a lightning bolt at a nearby enemy for this much lightning damage: 12 Handheld warding devices |
| Cloak | Halethel the cashmere cloak (10 def, 0 armour) =.20 Staff Magic=2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Dex ----- def ----- Defense +10 (+3 eff.) Phys.save +5 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +12 (+4 eff.) Disease- +10% ---------- misc Light +2 Masteries +0.20 Spell/Staff magic A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite plate armour 'Blackwire' (7 def, 21 armour)17.0 T4 massive armor Reqs Heavy Armour Training 3 [Random Unique] Arcane/Nature/MasterEnchantment: Heavy Armour While equipped: Stats +4 Str +4 Con dps ---------- Res.pen +10% darkness +5% fire ----- def ----- Armour +21 Defense +7 (+2 eff.) Fatigue +0% Resists +7% acid +11% physical +9% darkness +9% fire +9% lightning +10% cold Phys.save +10 (+3 eff.) Stealth +10 Max.HP +35.00 Disarm- +30% Stun/Frz- +32% Knockbk- +24% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
regeneration infusion of the duelist (heal 710 over 7 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 710 life over 7 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 640 over 7 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 640 life over 7 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 2282 over 7 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 2282 life over 7 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (798% speed; 10 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 798% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 10 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (1011% speed; 10 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1011% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 10 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (2504% speed; 10 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 2504% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 10 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (2361% speed; 9 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 2361% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (1224 cold damage; freeze 3 turns with power 164)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 1224.15 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 164 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 14)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (25% of a turn) Is a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Duriromifast the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex +1 Con dps ---------- Melee+ 4 physical ----- def ----- Phys.save +3 (+1 eff.) Heal.mod +11% Cut- +50% Heal: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 306 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Nightblight the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Melee+ 8 darkness Res.pen +10% darkness +15% acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +15% acid ---------- misc Max.P.En +10.00 Max.N.En +10.00 Masteries +0.21 Spell/Morph Amulets can have magical properties. |
Tempestbreacher the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee+ 16 fire Dmg.mod +6% lightning +6% fire Res.pen +20% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +9% lightning +6% fire Blind- +12% ---------- misc Infravis +2 Sight +2 See.Invis +7 Amulets can have magical properties. |
steel amulet 'Salytira'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +2 Dex +4 Cun +4 Con dps ---------- Acc +10 (+4 eff.) ----- def ----- Heal.mod +10% Amulets can have magical properties. |
Bleakcrack of the Blightspawn0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 10 light 9 darkness Dmg.mod +9% light +9% darkness Res.pen +5% light +20% mind On Melee Ret: * 35% chance to disease * 9% chance to blind * 30% chance to inflict 15% damage reduction ----- def ----- Resists +3% mind +9% light Teleport- +50% ---------- misc Light +2 Masteries +0.27 Spell/Enhancement +0.27 Technique/Staff combat Teleport you randomly (rad 33) Puts all charms on 10 cooldown Amulets can have magical properties. |
Cinderreaper0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +3 Mag +7 Wil +5 Con dps ---------- Melee+ 20 fire Dmg.mod +9% fire ---------- misc See.Invis +12 Telepathy Humanoid/Orc Amulets can have magical properties. |
Darkquarry the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +10 Str +3 Con dps ---------- Crit.mult +9.00% ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Resists +9% darkness Heal.mod +20% Amulets can have magical properties. |
Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Haremas0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +4 Wil ----- def ----- Resists +15% blight +9% fire +10% mind +6% acid Confus- +32% Amulets can have magical properties. |
Torchrazor the gold amulet0.1 T3 amulet jewelry [Rare] Arcane While equipped: dps ---------- Melee+ 4 temporal Dmg.mod +24% fire Res.pen +10% temporal ----- def ----- Resists +6% temporal +12% fire Teleport- +50% Teleport you randomly (rad 36) Puts all charms on 10 cooldown Amulets can have magical properties. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 38 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Xanuta the Heatwitch0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Melee+ 8 fire Dmg.mod +8% acid +7% fire +8% cold +6% lightning Res.pen +25% nature +25% fire Melee Ret 16 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% fire Amulets can have magical properties. |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 7 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 308.83 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Searlore0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +3 Mag +4 Wil +6 Con dps ---------- Res.pen +15% fire ---------- misc Light +3 Amulets can have magical properties. |
voratun amulet 'Deepszeal'0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +4 Wil +11 Mag dps ---------- Crit.mult +10.00% S.pwr/crit +4 Melee Ret 12 blight ----- def ----- Stealth +10 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.41 Vim/s.crit +2.00 Max.mana +34.00 Amulets can have magical properties. |
voratun amulet 'Lightningtreason'0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +10 Dex +10 Cun +10 Con dps ---------- Mov.spd +10% Melee+ 12 lightning Res.pen +20% lightning ----- def ----- Fatigue -7% Resists +6% temporal Anom.red +40 HP.reg +1.50 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.80 Amulets can have magical properties. |
Chalerodil the Cloudslice0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% lightning ----- def ----- Resists +9% acid +12% lightning Silence- +21% ---------- misc Mana/turn +0.12 Rings can have magical properties. |
Dourwisp0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness +11% mind +1% all Res.pen +5% darkness ----- def ----- Resists +11% mind +12% darkness Rings can have magical properties. |
Ulebers the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +1 Mag +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Mov.spd +20% Melee+ 4 arcane ----- def ----- Fatigue -2% Rings can have magical properties. |
Duathelglamour of the Blightspawn0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str -8 Mag +8 Cun +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 4 fire Dmg.mod +12% lightning +6% fire +3% blight ----- def ----- Resists +24% lightning +12% fire HP.reg +1.00 Stun/Frz- +24% Rings can have magical properties. |
Lightningwisp0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Dmg.mod +12% lightning +15% fire Res.pen +20% fire Acc +7 (+3 eff.) Melee Ret 16 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning Rings can have magical properties. |
Sparkbreeze0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Melee+ 8 lightning Dmg.mod +3% mind Res.pen +5% lightning Acc +8 (+4 eff.) Apr +9 Melee Ret 16 mind 8 lightning ----- def ----- Defense +7 (+2 eff.) Resists +12% mind Disengage: Puts all charms on 7 cooldown Level 2.0 Pwr.cost 7 out of 10/10. Range 7 Travel.spd 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. |
savage's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Con dps ---------- Melee+ 21 light Ranged+ 21 light On Hit (Melee): * 16% chance to blind On Hit (Ranged): * 12% chance to blind ----- def ----- Spell.save +11 (+3 eff.) ---------- misc Max.stam +10.00 Rings can have magical properties. |
steel ring 'Blazeblood'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +1 Con +3 Mag ----- def ----- Mind.save +7 (+2 eff.) Confus- +26% ---------- misc Max.P.En +5.00 Max.N.En +5.00 See.Invis +12 Masteries +0.10 Spell/Chaotic hedgemagic Rings can have magical properties. |
steel ring 'Durodegorn' =10 DamRed=0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +15% arcane Dmg.red +10 all Crit.dmg- 10.00% Phys.save +29 (+9 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Disarm- +5% Stun/Frz- +5% Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
steel ring 'Salemiwen'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Hardiness +15% Resists +6% lightning +9% temporal Phys.save +6 (+2 eff.) Confus- +5% Rings can have magical properties. |
steel ring 'Tempestwreath' =10 MOV, 9 STR=0.1 T2 ring jewelry [Rare] Master While equipped: Stats +9 Str +1 Dex +2 Lck dps ---------- Mov.spd +10% Dmg.mod +2% all ----- def ----- Armour +8 Rings can have magical properties. |
Tarrizilarion0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +11 Dex +6 Cun dps ---------- Phys.crit +6.0% Acc +9 (+4 eff.) ----- def ----- Resists +4% physical Phys.save +6 (+2 eff.) Heal.mod +10% ---------- misc Max.stam +15.00 Rings can have magical properties. |
Zuberin0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +11 Wil +7 Cun +3 Con dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Fatigue -6% Phys.save +30 (+9 eff.) Disease- +15% Confus- +20% Rings can have magical properties. |
gold ring 'Aircrack' =20 MOV=0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +4 Cun +6 Lck dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +8 (+1 eff.) Mind.pwr +10 (+4 eff.) Mov.spd +20% Melee+ 8 lightning ----- def ----- Fatigue -6% ---------- misc Light +1 Rings can have magical properties. |
gold ring 'Zanondur'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +8 Str dps ---------- Dmg.mod +2% all ----- def ----- Resists +12% blight +6% nature +3% darkness Max.HP +37.00 Disarm- +33% Pinning- +35% Knockbk- +27% ---------- misc Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
Blindbolt of the Blightspawn0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +13 (+4 eff.) Spell.pwr +13 (+1 eff.) Mind.pwr +13 (+5 eff.) Melee+ 8 fire Dmg.mod +14% acid +7% all Res.pen +5% nature Melee Ret 8 fire On Hit (Melee): * Slows global speed by 30% On Melee Ret: * 20% chance to disease * 30% chance to inflict 15% damage reduction ----- def ----- Resists +28% acid +3% fire Max.HP +33.00 Disarm- +38% Pinning- +40% Knockbk- +43% Rings can have magical properties. |
Blindrot0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +9 Mag dps ---------- Dmg.mod +30% light +6% temporal Res.pen +20% light Melee Ret 12 light On Hit (Melee): * 30% chance to blind ----- def ----- Spell.save +18 (+5 eff.) ---------- misc Light +3 Rings can have magical properties. |
Boltrigor0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% lightning Res.pen +10% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +18% fire Max.HP +52.00 HP.reg +1.30 Heal.mod +20% Rings can have magical properties. |
Dimpride the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +9 Con dps ---------- Melee+ 8 darkness Dmg.mod +12% nature Melee Ret 8 darkness ----- def ----- Resists +6% darkness Phys.save +18 (+6 eff.) ---------- misc Max.P.En +5.00 Max.N.En +5.00 On Mind Hit: 5% Slime Spit 3 Rings can have magical properties. |
Ivumiwe the Boltlace0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil +8 Cun +4 Con dps ---------- Spell.pwr +8 (+1 eff.) Melee+ 16 lightning On Hit (Melee): * 10% chance to disease ----- def ----- Defense +16 (+5 eff.) Resists +3% blight +12% lightning Spell.save +18 (+5 eff.) ---------- misc Max.stam +15.00 Rings can have magical properties. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-10 eff.) Spell.save -30 (-7 eff.) Mind.save -30 (-10 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gladiator's stralite ring of clarity0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +8 Str +7 Con dps ---------- Phys.pwr +11 (+3 eff.) ----- def ----- Mind.save +9 (+3 eff.) Confus- +28% Rings can have magical properties. |
warrior's stralite ring0.1 T4 ring jewelry [Ego] Master While equipped: Stats +6 Str ----- def ----- Armour +12 Rings can have magical properties. |
warrior's stralite ring of light (+24%)0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Str dps ---------- Dmg.mod +12% light ----- def ----- Armour +12 Resists +24% light Rings can have magical properties. |
Armudunablek the Pyrewell0.1 T5 ring jewelry [Rare] Master While equipped: Stats +5 Wil dps ---------- Mind.crit +9% Melee+ 12 fire Dmg.mod +9% light Res.pen +15% light +25% fire ----- def ----- Fatigue -10% ---------- misc Max.enc +39 Hate/kill +8.00 Rings can have magical properties. |
Brodurim0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% physical Melee Ret 8 physical ----- def ----- Armour +4 Fatigue -6% Resists +3% light +2% all Mind.save +10 (+3 eff.) ---------- misc Max.enc +31 Rings can have magical properties. |
Glowpower the voratun ring0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +10 Mag ----- def ----- Armour +8 Resists +12% acid +6% temporal +6% light +6% lightning Spell.save +20 (+5 eff.) Blind- +20% Cut- +20% Rings can have magical properties. |
Thunderpain0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +13 Mag +6 Wil +7 Cun dps ---------- Spell.pwr +20 (+2 eff.) Melee+ 20 lightning ----- def ----- Resists +9% arcane +6% lightning Phys.save +13 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +16 (+5 eff.) Rings can have magical properties. |
Ulfanarilachak the voratun ring0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +5 Str +6 Wil dps ---------- Phys.crit +2.0% Melee+ 8 mind ----- def ----- Mind.save +12 (+4 eff.) Heal/summ +40 ---------- misc Stam/turn +0.40 Max.hate +4.00 Rings can have magical properties. |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+1 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 880.56 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
gladiator's voratun ring of warding0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Resists +23% acid +10% fire +27% lightning +20% cold Rings can have magical properties. |
voratun ring 'Heatbreak'0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +14 (+4 eff.) Spell.pwr +18 (+2 eff.) Mind.pwr +14 (+5 eff.) Melee+ 12 mind Dmg.mod +18% fire +21% mind +6% all Res.pen +10% fire Rings can have magical properties. |
Staff of Bones (Rune of the Rift) (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Unique] ArcaneEnchantment: Runes Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Enchant Weapon Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +64 (+6 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). Activate rune. Uses 9 power out of 14/14 A staff made out of the bones of fallen foes. Disgustingly powerful. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+4 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Bleakwire the elven-wood short vilestaff (15-16.5 power, 5 apr, blight element)3.0 T4 short staff 1H weapon [Rare] Nature Power 15.0 - 16.5 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +10 Str +4 Dex +10 Con dps ---------- Spell.crit +3% Spell.pwr +18 (+2 eff.) Dmg.mod +15% blight Melee Ret 16 darkness ----- def ----- HP.reg +0.90 Heal.mod +25% ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Salydatha (10 def, 2 armour, 136 block) =20 MOV=7.0 T4 shield armor Reqs Heavy Armour Training 2 [Rare] ArcaneEnchantment: Heavy Armour While equipped: Stats +3 Str +4 Mag +1 Cun dps ---------- Mov.spd +20% Melee Ret 19 fire ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+2 eff.) Fatigue +0% Resists +14% fire Spell.save +20 (+5 eff.) ---------- misc Light +2 Talents +4 Block Handheld deflection devices. |
Temporal Rift (8 def, 4 armour, 325 block) =20 DamRed=7.0 T5 shield armor Reqs Heavy Armour Training 2 [Unique] ArcaneEnchantment: Heavy Armour While equipped: dps ---------- Spell.pwr +12 (+1 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+5 eff.) Proj.slow +50% ---------- misc Talents +5 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Worm Nest (0 def, 0 armour) =32 MOV=2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+2 eff.) Mov.spd +32% Dmg.mod +15% blight ----- def ----- Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 10 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Monolith Armour (40 def, 50 armour)17.0 T5 massive armor Reqs Con 150 Heavy Armour Training 3 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+2 eff.) ----- def ----- Armour +50 Defense +40 (+13 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+10 eff.) Spell.save +35 (+8 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
cashmere cloak 'Ematha' (2 def, 0 armour) =30 MOV=2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Str +3 Dex +6 Mag +4 Wil +3 Cun dps ---------- Mov.spd +30% Res.pen +3% all ----- def ----- Defense +2 (+0 eff.) Spell.save +10 (+3 eff.) ---------- misc Max.mana +49.00 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Oloroddabar the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -4% Resists +12% blight +6% fire Dmg.red +5 all Phys.save +10 (+3 eff.) Spell.save +6 (+2 eff.) Poison- +5% Stun/Frz- +25% Teleport- +30% ---------- misc Max.enc +38 A pair of boots made of leather. |
Shadowtrencher of the Blightspawn (0 def, 4 armour) =20 MOV=3.0 T3 feet armor Reqs Heavy Armour Training [Random Unique] Arcane/Nature/MasterEnchantment: Heavy Armour While equipped: Stats +7 Cun +6 Con +1 Lck dps ---------- Mov.spd +20% On Melee Ret: * 25% chance to disease * 37% chance to inflict 15% damage reduction ----- def ----- Armour +4 Fatigue +0% Phys.save +35 (+10 eff.) Mind.save +34 (+11 eff.) HP.reg +2.20 Heal.mod +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Jetfist of the Blightspawn (0 def, 1 armour) =Disperse Magic=1.5 T1 hands armor Reqs Heavy Armour Training [Random Unique] Arcane/MasterEnchantment: Heavy Armour While equipped: Stats -3 Str +5 Dex +4 Mag +4 Wil dps ---------- Melee+ 4 arcane 5 light Dmg.mod +4% light Acc +11 (+5 eff.) Melee Ret 8 fire ----- def ----- Armour +1 Resists +3% fire +4% arcane +6% light Disperse Magic: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather cap 'Emetira' (0 def, 3 armour) =10 MOV=2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Dex +2 Con dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +10% Dmg.mod +3% all Res.pen +5% arcane Melee Ret 7 physical ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +3 See.Invis +9 Skullcracker: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 366.6 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
10 nuummite 10 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 agate0.0 T1 blue gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 verdite 5 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+3 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+3 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 tiny geode 7 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 hematite 2 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 malachite 6 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+5 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+5 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 carnelian 7 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 small geode 7 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 onyx0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 jade0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+6 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+6 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
18 garnet0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 geode 14 geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
17 sugilite 17 sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
15 opal0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 tiger's eye 17 tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 obsidian 5 obsidian0.0 T4 black gem [Normal] While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Dmg.mod +8% all Defense +25 (+8 eff.) Item imbue powers: Dmg.mod +8% all Defense +25 (+8 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 large geode 6 large geode0.0 T4 stone gem [Normal] While equipped: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
kunzite kunzite0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Item imbue powers: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 black pearl 5 black pearl0.0 T5 black gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 diamond0.0 T5 blue gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T5 green gem [Normal] While equipped: Dmg.mod +10% all Defense +30 (+10 eff.) Item imbue powers: Dmg.mod +10% all Defense +30 (+10 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 bloodstone0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 enormous geode 3 enormous geode0.0 T5 stone gem [Normal] While equipped: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Item imbue powers: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 tanzanite 4 tanzanite0.0 T5 violet gem [Normal] While equipped: Crit.mult +10.00% Res.pen +10% all Item imbue powers: Crit.mult +10.00% Res.pen +10% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 pearl0.0 T5 white gem [Normal] While equipped: Armour +22 Resists +5% all Item imbue powers: Armour +22 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 yellow gem [Normal] While equipped: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Item imbue powers: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3999 alchemist agate0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 63 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Natureobeisance the iron pickaxe (dig speed 20 turns) =20 MOV=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Mag dps ---------- Mov.spd +20% Dmg.mod +1% all Res.pen +3% all On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (1/1)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 16 power out of 25/25 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 127 power out of 304/400 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. |
steel torque of psychoportation [power 42] (19 cooldown)2.0 T2 torque charm [Ego] Arcane/PsionicEnchantment: Charm Teleport randomly (rad 42) Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
yew wand of clairvoyance 'Polyma' [power 15] (4 cooldown) =20 MOV=2.0 T3 wand charm [Rare] ArcaneEnchantment: Charm While equipped: Stats +1 Lck +2 Con dps ---------- Mov.spd +20% ---------- misc Light +1 Reveal the area around you, dispelling darkness (radius 15, power 167 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By IHaveNoHp the Dark Faerie Enchanter level 33
8th Pyre 123rd year of Ascendancy at 16:31 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By IHaveNoHp the Dark Faerie Enchanter level 41
9th Dusk 123rd year of Ascendancy at 22:45 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By IHaveNoHp the Dark Faerie Enchanter level 32
2nd Pyre 123rd year of Ascendancy at 18:28 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By IHaveNoHp the Dark Faerie Enchanter level 38
2nd Dusk 123rd year of Ascendancy at 00:12 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By IHaveNoHp the Dark Faerie Enchanter level 39
7th Dusk 123rd year of Ascendancy at 10:32 see stats
Ay ay captain! (Exploration mode)
Turn into a pirate!By IHaveNoHp the Dark Faerie Enchanter level 18
6th Decay 122nd year of Ascendancy at 06:36 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By IHaveNoHp the Dark Faerie Enchanter level 37
1st Flare 123rd year of Ascendancy at 16:09 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By IHaveNoHp the Dark Faerie Enchanter level 28
68th Regrowth 123rd year of Ascendancy at 12:19 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By IHaveNoHp the Dark Faerie Enchanter level 22
26th Regrowth 123rd year of Ascendancy at 16:57 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By IHaveNoHp the Dark Faerie Enchanter level 22
31st Regrowth 123rd year of Ascendancy at 07:12 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By IHaveNoHp the Dark Faerie Enchanter level 36
17th Pyre 123rd year of Ascendancy at 10:36 see stats
Don't Poosh it! (Exploration mode)
Killed Kelad in the lost land of Poosh.By IHaveNoHp the Dark Faerie Enchanter level 20
9th Regrowth 123rd year of Ascendancy at 08:03 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By IHaveNoHp the Dark Faerie Enchanter level 21
17th Regrowth 123rd year of Ascendancy at 03:21 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By IHaveNoHp the Dark Faerie Enchanter level 23
36th Regrowth 123rd year of Ascendancy at 00:20 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By IHaveNoHp the Dark Faerie Enchanter level 15
64th Haze 122nd year of Ascendancy at 12:15 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By IHaveNoHp the Dark Faerie Enchanter level 27
59th Regrowth 123rd year of Ascendancy at 05:39 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By IHaveNoHp the Dark Faerie Enchanter level 17
67th Haze 122nd year of Ascendancy at 17:59 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By IHaveNoHp the Dark Faerie Enchanter level 40
7th Dusk 123rd year of Ascendancy at 17:43 see stats
Is that how it feels to be an escort quest?! (Exploration mode)
Got saved from death in the Godfeaster by Malyu and managed to escape.By IHaveNoHp the Dark Faerie Enchanter level 33
6th Pyre 123rd year of Ascendancy at 08:03 see stats
Level 10 (Exploration mode)
Got a character to level 10.By IHaveNoHp the Dark Faerie Enchanter level 10
42nd Haze 122nd year of Ascendancy at 08:15 see stats
Level 20 (Exploration mode)
Got a character to level 20.By IHaveNoHp the Dark Faerie Enchanter level 20
7th Allure 123rd year of Ascendancy at 11:06 see stats
Level 30 (Exploration mode)
Got a character to level 30.By IHaveNoHp the Dark Faerie Enchanter level 30
78th Regrowth 123rd year of Ascendancy at 06:36 see stats
Level 40 (Exploration mode)
Got a character to level 40.By IHaveNoHp the Dark Faerie Enchanter level 40
7th Dusk 123rd year of Ascendancy at 17:35 see stats
Merry wintertide! (Exploration mode)
Finish the Santascape event and free the little helper elves.By IHaveNoHp the Dark Faerie Enchanter level 21
17th Regrowth 123rd year of Ascendancy at 20:05 see stats
Overpowered! (Exploration mode)
Did over 6000 damage in one attack.By IHaveNoHp the Dark Faerie Enchanter level 6
17th Haze 122nd year of Ascendancy at 16:55 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By IHaveNoHp the Dark Faerie Enchanter level 14
59th Haze 122nd year of Ascendancy at 01:29 see stats
Santassacre! (Exploration mode)
Killed the little helper elves after saving them!By IHaveNoHp the Dark Faerie Enchanter level 21
17th Regrowth 123rd year of Ascendancy at 20:23 see stats
Shasshhiy'Kaish (Exploration mode)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By IHaveNoHp the Dark Faerie Enchanter level 23
35th Regrowth 123rd year of Ascendancy at 09:47 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By IHaveNoHp the Dark Faerie Enchanter level 6
17th Haze 122nd year of Ascendancy at 16:55 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By IHaveNoHp the Dark Faerie Enchanter level 5
78th Dusk 122nd year of Ascendancy at 17:44 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By IHaveNoHp the Dark Faerie Enchanter level 36
18th Pyre 123rd year of Ascendancy at 05:15 see stats
Take you with me (Exploration mode)
Killed a boss while already dead.By IHaveNoHp the Dark Faerie Enchanter level 43
23rd Dusk 123rd year of Ascendancy at 15:52 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By IHaveNoHp the Dark Faerie Enchanter level 9
31st Haze 122nd year of Ascendancy at 02:22 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By IHaveNoHp the Dark Faerie Enchanter level 6
17th Haze 122nd year of Ascendancy at 16:55 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By IHaveNoHp the Dark Faerie Enchanter level 4
74th Dusk 122nd year of Ascendancy at 00:45 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By IHaveNoHp the Dark Faerie Enchanter level 15
64th Haze 122nd year of Ascendancy at 23:47 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By IHaveNoHp the Dark Faerie Enchanter level 11
50th Haze 122nd year of Ascendancy at 13:10 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By IHaveNoHp the Dark Faerie Enchanter level 31
2nd Pyre 123rd year of Ascendancy at 02:11 see stats
Log
Saving done.
Saving done.
Saving game...
You transfer Void Shard to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
There is an item here: drakeskin leather armour 'Rhymnir' (29 def, 16 armour)
Ran for 6 turns (stop reason: object seen).
There is an item here: Threads of Fate (10 def, 0 armour)
There is an item here: Bokesus the stralite plate armour (7 def, 13 armour)
IHaveNoHp picks up ( .): Bokesus the stralite plate armour (7 def, 13 armour).
There is an item here: Threads of Fate (10 def, 0 armour)
There is an item here: drakeskin leather armour 'Rhymnir' (29 def, 16 armour)
Ran for 2 turns (stop reason: object seen).
You transfer Bokesus the stralite plate armour (7 def, 13 armour) to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
IHaveNoHp deactivates Inner Power.
IHaveNoHp deactivates Arcane Fire Shield.
IHaveNoHp deactivates Arcane Harmony.






























































































