Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.4.0Official 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:
Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. QuickTome: Event Changes 1.3.1 QuickTome: Orb of Communication 1.3.1 Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum 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. ZOmnibus Addon Pack 1.4.0Combines 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: Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 2274% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 50 (base 33) |
| Dexterity | 65 (base 12) |
| Constitution | 33 (base 14) |
| Magic | 115 (base 65) |
| Willpower | 92 (base 63) |
| Cunning | 125 (base 60) |
Resources
| Mana | 466/466 |
| Psi | 182/182 |
| Vim | 307/307 |
| Life | 1114/1114 |
| Positive | 133/177 |
| Stamina | 452/452 |
| Paradox | 300 |
| Healing Factor | 1 |
| Regeneration | 2.35 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +145% |
Vision
| Sight | 10 |
| Lite | -993 |
| Infravision | 14 |
| See Invisible | 26 |
| Stealth | 69.447154631066 |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 69 |
| Crit Chance | 62% |
| APR | 43 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 85 |
| Crit Chance | 70% |
| Speed | 1 |
| Cooldown Reduction | 50 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 59 |
| Mental Save | 60 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Confusion Resistance | 31% |
| Silence Resistance | 27% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 231% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 294% efficiency and cooldown mod of 77%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Spell / Meta | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Stealth | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Corruption / Blight | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stealth |
| talent | Dark Ritual |
| talent | Chant of Fortress |
| talent | Crystalline Focus |
| talent | Arcane Shield |
| talent | Essence of Speed |
| talent | Quicken Spells |
| talent | Shielding |
| talent | Beyond the Flesh |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell) | done |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 1412. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Toruyachak the Kindlerip (136% power, 6 apr, physical element) Toruyachak the Kindlerip (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 fire When wielded/worn: Effects on melee hit: * 19% chance to disease Damage (Melee): 35 fire Changes stats: +1 Str / +3 Mag / +1 Con Changes resistances: +3% fire Changes damage: +9% blight / +30% physical Talent granted: +1 Command Staff Critical mult.: +40.00% Mana each turn: +5.00 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +31.00 Spellpower: +35 (+7 eff.) Spell crit. chance: +5% See invisible: +26 Talent on hit(spell): Lightning (25% chance level 5). It can be used to conjure elemental energy in a radius 10 cone, dealing 95.43 to 114.52 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| Quiver | 266 alchemist diamond 266 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+5 eff.) Changes stats: +22 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +15 (+4 eff.) Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On feet | undeterred pair of hardened leather boots of spellbinding (0 def, 3 armour) undeterred pair of hardened leather boots of spellbinding (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Mag Talent granted: +5 Moss Tread Stealth bonus: +10 Spell save: +3 (+1 eff.) Silence immunity: +27% Confusion immunity: +31% Stun/Freeze immunity: +24% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
| Tool | dwarven-steel pickaxe 'Isotira' (dig speed 24 turns) dwarven-steel pickaxe 'Isotira' (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Fatigue: -2% Changes stats: +2 Str / +2 Dex Changes resistances: +6% temporal Physical save: +9 (+2 eff.) Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Toxinglory' voratun ring 'Toxinglory'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Damage when hit (Melee): 12 arcane / 12 nature Changes stats: +9 Dex / +18 Mag / +18 Wil / +9 Cun Changes resistances: +3% acid Changes resistances penetration: +5% arcane / +10% nature Changes damage: +9% arcane Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) Spellpower: +15 (+3 eff.) Rings can have magical properties. |
| On fingers | Xirialle the Blindsaw Xirialle the BlindsawPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +4 Mag / +4 Cun / +4 Con Changes resistances: +6% mind / +13% physical Changes damage: +13% physical Physical save: +8 (+2 eff.) Spellpower: +7 (+2 eff.) Light radius: +3 Rings can have magical properties. |
| Around neck | stralite amulet 'Balancenull' stralite amulet 'Balancenull'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 12 acid Changes stats: +6 Cun / +4 Con Changes resistances: +9% acid Critical mult.: +14.00% Physical save: +17 (+4 eff.) Life regen: +2.10 Maximum life: +64.00 Amulets can have magical properties. |
| In main hand | dragonbone magestaff 'Belaleda' (164% power, 6 apr, physical element) dragonbone magestaff 'Belaleda' (164% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 164% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+8 eff.) Damage (Melee): 12 % chance of confusion Changes stats: +2 Con / +3 Wil Changes damage: +52% physical Talent granted: +1 Command Staff Mental save: +9 (+2 eff.) Mana each turn: +5.00 Hate when firing a critical mind attack: +3.00 Maximum hate: +2.00 Spellpower: +33 (+7 eff.) Spell crit. chance: +5% Mental crit. chance: +2% Light radius: +1 Damage Shield penetration: +50% Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Talent granted: +5 Iron Grip Critical mult.: +20.00% Disarm immunity: +100% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 82.48 to 247.45 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Around waist | spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -20% Changes stats: +4 Dex / +3 Mag / +5 Cun / +7 Lck Trap disarming bonus: +11 Stealth bonus: +11 Maximum encumbrance: +50 Mana each turn: +0.24 Maximum mana: +32.00 Infravision radius: +4 A belt that goes around your waist. |
| Cloak | elven-silk cloak 'Shineoracle' (3 def, 0 armour) elven-silk cloak 'Shineoracle' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to blind * 40% chance to gain 10% of a turn Changes stats: +3 Str / +6 Dex / +4 Cun / +3 Con Changes resistances: +18% darkness / +30% lightning Changes resistances penetration: +5% temporal / +14% darkness / +5% light Changes damage: +19% darkness Stealth bonus: +21 Stun/Freeze immunity: +50% Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Armerab the elven-silk robe (10 def, 14 armour) Armerab the elven-silk robe (10 def, 14 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +2 Armour: +14 Defense: +10 (+3 eff.) Changes stats: +3 Dex / +1 Mag Changes resistances: +20% blight / +2% physical Changes resistances penetration: +19% darkness / +15% physical Changes damage: +20% blight / +20% physical / +20% darkness Reduces incoming crit damage: 35.00% Physical save: +30 (+7 eff.) Mana each turn: +0.27 Psi when hit: +0.08 Maximum mana: +100.00 Maximum hate: +15.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +14% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the duelist (efficiency 223% / cooldown 58%) medical injector implant of the duelist (efficiency 223% / cooldown 58%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 223% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 247% / cooldown 95%) medical injector implant of the psychic (efficiency 247% / cooldown 95%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 247% efficiency and cooldown mod of 95%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the wizard (efficiency 220% / cooldown 52%) medical injector implant of the wizard (efficiency 220% / cooldown 52%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 220% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the wizard (efficiency 247% / cooldown 67%) medical injector implant of the wizard (efficiency 247% / cooldown 67%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 247% efficiency and cooldown mod of 67%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 22) steam generator implant of the sneak (steam 22)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.3 steam per turn. Can be activated for an instant burst of 112 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 377) healing infusion of the sneak (heal 377)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 377 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 39%; cure mental) wild infusion of the psychic (resist 39%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 39% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the sneak (resist 30%; cure physical) wild infusion of the sneak (resist 30%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the wizard (resist 22%; cure mental) wild infusion of the wizard (resist 22%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (675% speed; 9 turns) movement infusion (675% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 675% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (945% speed; 8 turns) movement infusion of the wizard (945% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 945% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 13%; cure magical, physical, mental) Primal Infusion (affinity 13%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the wizard (+23 for 13 turns, die at -895) heroism infusion of the wizard (+23 for 13 turns, die at -895)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 13 turns. While Heroism is active, you will only die when reaching -895 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (2089% regen over 10 turns; 104 instant mana) manasurge rune of the sneak (2089% regen over 10 turns; 104 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2089% for 10 turns and instantly restoring 104 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1802% regen over 10 turns; 90 instant mana) manasurge rune of the wizard (1802% regen over 10 turns; 90 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1802% for 10 turns and instantly restoring 90 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 135) teleportation rune of the wizard (range 135)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 135 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Belyrin the copper amulet Belyrin the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Cun / +1 Wil Changes resistances: +3% blight Reduces incoming crit damage: 15.00% Amulets can have magical properties. |
stabilizing copper amulet of dexterity (+3) stabilizing copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +13% temporal Pinning immunity: +21% Knockback immunity: +21% Amulets can have magical properties. |
starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +12% darkness Blindness immunity: +22% Amulets can have magical properties. |
savior's steel amulet of manastreaming savior's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Physical save: +10 (+2 eff.) Spell save: +15 (+4 eff.) Mental save: +11 (+3 eff.) Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Amulets can have magical properties. |
steel amulet 'Tulurach' steel amulet 'Tulurach'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 8 physical Changes stats: +5 Cun / +2 Str Reduces incoming crit damage: 15.00% Amulets can have magical properties. |
Ariwe AriwePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag / +2 Con Changes resistances penetration: +20% temporal Changes damage: +6% acid / +8% blight / +16% fire / +5% lightning / +6% cold Talent mastery: +0.22 Cunning / Survival Critical mult.: +14.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
warrior's gold amulet of cunning (+4) warrior's gold amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +7% physical Stamina each turn: +0.30 Amulets can have magical properties. |
copper ring 'Yvuwe' copper ring 'Yvuwe'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances penetration: +10% temporal Mental save: +6 (+2 eff.) Confusion immunity: +24% Rings can have magical properties. |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +23% Infravision radius: +4 See stealth: +6 See invisible: +6 Rings can have magical properties. |
marksman's copper ring of tenacity marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
savior's copper ring of tenacity savior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
Balondur BalondurCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +6 Cun / +7 Dex Changes resistances: +3% lightning / +9% nature / +6% darkness Rings can have magical properties. |
Cyrada the steel ring Cyrada the steel ringRequires: - Level 15 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +46% light Changes resistances penetration: +10% mind Changes damage: +23% light Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +21% Hate when firing a critical mind attack: +2.00 Maximum life: +20.00 Spell crit. chance: +2% Rings can have magical properties. This item has been sent to the Item's Vault. |
steel ring 'Neriyann' steel ring 'Neriyann'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +5% mind Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Mindpower: +4 (+1 eff.) Rings can have magical properties. |
steel ring 'Ulfochak' steel ring 'Ulfochak'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% blight / +6% cold / +2% physical Physical save: +6 (+1 eff.) Blindness immunity: +28% Pinning immunity: +5% Infravision radius: +4 See stealth: +11 See invisible: +12 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
wizard's steel ring of darkness (+20%) wizard's steel ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +20% darkness Changes damage: +10% darkness Spell save: +4 (+1 eff.) Rings can have magical properties. |
Malyrek the gold ring Malyrek the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +5 Dex Changes resistances penetration: +5% acid Reduces incoming crit damage: 5.00% Physical save: +18 (+4 eff.) Rings can have magical properties. |
Nerurin the Flamehunter Nerurin the FlamehunterPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +6% fire / +5% arcane / +16% temporal Changes resistances penetration: +10% fire Changes damage: +16% temporal Rings can have magical properties. |
Nightfoe NightfoeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Fatigue: -8% Damage when hit (Melee): 8 darkness Changes resistances penetration: +10% physical Critical mult.: +9.00% Maximum encumbrance: +31 Mental save: +10 (+3 eff.) Rings can have magical properties. |
Stokewoe StokewoeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +3 Con Changes resistances: +28% lightning / +9% fire Changes damage: +14% lightning / +3% fire Maximum encumbrance: +20 Physical save: +6 (+1 eff.) Rings can have magical properties. |
gold ring 'Alogorn' gold ring 'Alogorn'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +18 (+5 eff.) Physical crit. chance: +2.0% Physical power: +6 (+2 eff.) Changes stats: +7 Dex / +6 Wil / +5 Cun Reduces incoming crit damage: 5.00% Confusion immunity: +20% Life regen: +1.00 Maximum life: +78.00 Mindpower: +8 (+2 eff.) Healing mod.: +16% Rings can have magical properties. |
gold ring 'Stormtickler' gold ring 'Stormtickler'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 16 lightning Changes stats: +2 Wil Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
marksman's gold ring of perseverance marksman's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Stun/Freeze immunity: +28% Life regen: +1.60 Rings can have magical properties. |
savior's gold ring of light (+24%) savior's gold ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% light Changes damage: +12% light Physical save: +9 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. |
Muroddathad MuroddathadCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+5 eff.) Fatigue: -6% Changes stats: +9 Dex Maximum encumbrance: +20 Physical save: +25 (+6 eff.) Psi when hit: +0.12 Infravision radius: +3 Rings can have magical properties. |
warrior's stralite ring of sensing warrior's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str Blindness immunity: +34% Infravision radius: +5 See stealth: +13 See invisible: +9 Rings can have magical properties. |
Cloudobsidian the voratun ring Cloudobsidian the voratun ringPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 4 mind Changes stats: +6 Mag / +8 Wil / +15 Cun / +10 Con Changes resistances: +6% lightning / +36% cold / +5% arcane Changes resistances penetration: +5% lightning Changes damage: +9% mind / +18% cold Physical save: +20 (+5 eff.) Spellpower: +15 (+3 eff.) Mindpower: +15 (+3 eff.) Rings can have magical properties. |
Cyrenor the Splendourblight Cyrenor the SplendourblightInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Damage when hit (Melee): 8 blight / 4 temporal / 8 light Changes stats: +9 Dex / +1 Mag / +9 Cun Changes resistances: +40% acid / +3% temporal / +3% light / +15% blight / +11% nature Changes damage: +20% acid Poison immunity: +24% Disease immunity: +30% Mana when firing critical spell: +5.00 Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+4 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
conjurer's voratun ring of pilfering conjurer's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +12 Defense: +13 (+4 eff.) Changes stats: +7 Mag / +5 Wil Spellpower: +11 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element) Awakened Staff of Absorption (172% power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Ebonyedge the quiver of dragonbone arrows (57/57, 164% power, 18 apr) Ebonyedge the quiver of dragonbone arrows (57/57, 164% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 164% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 57 On weapon hit: * 40% chance to gain 10% of a turn Damage (Ranged): +60 insidious poison / +4 temporal / +34 darkness Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +4 darkness / +8 temporal Damage against: +17% Living When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
ancient silk robe of Angolwen (3 def, 0 armour) ancient silk robe of Angolwen (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Mag / +2 Wil Changes resistances penetration: +9% temporal / +13% physical Changes damage: +13% temporal / +13% physical Silence immunity: +38% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +9 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Radhendur RadhendurCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+2 eff.) Armour: +15 Defense: +34 (+11 eff.) Changes resistances: +6% blight Critical mult.: +12.00% Reduces incoming crit damage: 15.00% Stealth bonus: +13 Physical save: +28 (+7 eff.) Cut immunity: +5% A belt that goes around your waist. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 13 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
elven-silk cloak 'Vorotta' (15 def, 0 armour) elven-silk cloak 'Vorotta' (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Defense: +15 (+5 eff.) Fatigue: -4% Changes stats: +6 Str / +1 Cun / +3 Con Changes resistances: +12% mind Physical save: +25 (+6 eff.) Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +1.00 Maximum life: +100.00 Maximum psi: +10.00 Mindpower: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +0% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
drakeskin leather gloves 'Flashnight' (0 def, 9 armour) drakeskin leather gloves 'Flashnight' (0 def, 9 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 15% chance to daze Damage (Melee): 17 arcane Changes stats: +3 Str / +5 Dex / +9 Mag / +10 Wil / +5 Cun Changes resistances: +9% arcane / +12% temporal Changes resistances penetration: +5% lightning Changes damage: +6% lightning Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) Mental save: +15 (+4 eff.) Maximum life: +80.00 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
cashmere wizard hat 'Alibar' (2 def, 0 armour) cashmere wizard hat 'Alibar' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +0 Cun Critical mult.: +6.00% Mental save: +0 (+0 eff.) Psi each turn: +0.28 Only die when reaching: -60.00 life Maximum stamina: +5.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Leliroddakan' (2 def, 0 armour) cashmere wizard hat 'Leliroddakan' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Dex Changes damage: +3% physical / +16% arcane / +3% mind Critical mult.: +9.00% Maximum mana: +70.00 A pointy cloth hat, very wizardly... |
Nightbreak the drakeskin leather hat (8 def, 13 armour) Nightbreak the drakeskin leather hat (8 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +8 (+3 eff.) Fatigue: +5% Changes stats: +20 Wil Changes resistances: +28% blight / +3% cold / +7% all Changes resistances penetration: +15% darkness Physical save: +15 (+3 eff.) Spell save: +9 (+2 eff.) Mental save: +60 (+15 eff.) Disease immunity: +10% Cut immunity: +10% Confusion immunity: +10% A hat made of leather. Very stylish. |
Thunderstun the elven-silk wizard hat (3 def, 0 armour) Thunderstun the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +1 Mag / +8 Wil Changes resistances penetration: +5% blight Changes damage: +6% lightning / +14% temporal / +15% light / +11% physical / +9% darkness Critical mult.: +10.00% Physical save: +11 (+2 eff.) Spellpower: +4 (+1 eff.) Infravision radius: +8 See stealth: +19 See invisible: +24 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 75%, and attempts to push all creatures other then yourself out of its radius, inflicting 16.15 light damage and 22.04 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Arcqueen' (3 def, 5 armour) elven-silk wizard hat 'Arcqueen' (3 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 lightning Changes stats: +5 Con Changes resistances: +15% lightning / +6% fire / +60% darkness Changes resistances penetration: +10% lightning / +10% fire Changes damage: +40% darkness / +12% lightning Mana each turn: +3.00 Mana when hit: +2.90 Maximum mana: +110.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 318.57 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Oakstake (0 def, 3 armour) Oakstake (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun Changes resistances: +3% nature / +16% cold Changes resistances penetration: +5% mind Allows you to breathe in: water Mental save: +25 (+6 eff.) A hat made of leather. Very stylish. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Steamcatcher (12 def, 0 armour) Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Mental save: +0 (+0 eff.) Steampower: +15 (+4 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Aladas the Glimmerstreaker (0 def, 5 armour) Aladas the Glimmerstreaker (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Changes stats: +6 Wil Changes resistances: +18% blight / +19% mind Changes damage: +15% blight Physical save: +24 (+6 eff.) Mental save: +33 (+8 eff.) Confusion immunity: +42% Light radius: +2 A cap made of leather. |
Amukalthonik (3 def, 0 armour) Amukalthonik (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +2 (+1 eff.) Defense: +3 (+1 eff.) Changes stats: +6 Cun / +10 Wil Changes resistances: +18% physical / +9% light / +18% cold / +5% arcane / +22% darkness Changes resistances penetration: +10% physical Changes damage: +16% physical / +16% darkness / +12% cold Critical mult.: +6.00% Mental save: +30 (+8 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum hate: +15.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +12% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 217 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 onyx 13 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli 11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
22 bloodstone 22 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 fire opal 18 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
22 diamond 22 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 moonstone 18 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 pearl 16 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
348 alchemist agate 348 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
86 alchemist ametrine 86 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
115 alchemist onyx 115 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
113 alchemist lapis lazuli 113 alchemist lapis lazuli0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
Emelemirin the dwarven lantern Emelemirin the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +8 Cun / +7 Wil Changes resistances: +15% blight / +9% cold / +15% darkness / +6% acid Changes resistances penetration: +10% acid Changes damage: +12% mind Reduces incoming crit damage: 10.00% Physical save: +3 (+0 eff.) Blindness immunity: +15% Cut immunity: +20% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: -6 Infravision radius: +12 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 30 blight damage or heals 34 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Tempestblight TempestblightPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze * 20% chance to disease Damage when hit (Melee): 8 blight / 16 lightning Changes stats: +4 Mag Changes resistances: +9% darkness / +3% lightning Changes resistances penetration: +10% blight Changes damage: +13% light Damage affinity(heal): +5% light Mental save: +10 (+3 eff.) Spellpower: +15 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +12% Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 68.54 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Aerinne' dwarven lantern 'Aerinne'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +6.0% Physical power: +8 (+3 eff.) Changes stats: +1 Con / +5 Wil Changes resistances: +5% physical Critical mult.: +16.00% Mental save: +8 (+2 eff.) Maximum life: +77.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +11% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
dwarven steel back support dwarven steel back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -12% Maximum encumbrance: +30 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft mana coil mastercraft mana coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon / staff' When attach to an other item: Mana each turn: +4.00 Mana regeneration, on spell hit 25%% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
amazing air recycler amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
amazing second skin amazing second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Tinkers can be attached to normal items to improve them with steam power! |
perfect focus lens perfect focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
perfect waterproof coating perfect waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +25% nature / +25% cold Tinkers can be attached to normal items to improve them with steam power! |
voratun saw projector voratun saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 62] amazing fiery salve [power 62]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 231% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (62% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 62] amazing frost salve [power 62]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 231% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (62% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 741] amazing healing salve [power 741]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 231% efficiency and 64% cooldown modifier. It can be used to heal 741, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 648] amazing pain suppressor salve [power 648]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 231% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -648 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 257] amazing unstoppable force salve [power 257]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 231% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 257 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 62] amazing water salve [power 62]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 231% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (62% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
dwarven-steel pickaxe 'Chargerazor' (dig speed 16 turns) dwarven-steel pickaxe 'Chargerazor' (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 acid Changes stats: +2 Str Changes resistances: +3% acid Changes resistances penetration: +13% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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 (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 706.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By RogAd the Cornac Adventurer level 37
39th Pyre 123rd year of Ascendancy at 06:23 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By RogAd the Cornac Adventurer level 50
21st Haze 123rd year of Ascendancy at 14:35 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By RogAd the Cornac Adventurer level 36
37th Pyre 123rd year of Ascendancy at 14:50 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By RogAd the Cornac Adventurer level 43
1st Mirth 123rd year of Ascendancy at 07:15 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By RogAd the Cornac Adventurer level 41
74th Pyre 123rd year of Ascendancy at 21:04 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By RogAd the Cornac Adventurer level 8
10th Dusk 122nd year of Ascendancy at 15:04 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By RogAd the Cornac Adventurer level 39
70th Pyre 123rd year of Ascendancy at 19:19 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By RogAd the Cornac Adventurer level 50
5th Haze 123rd year of Ascendancy at 02:38 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By RogAd the Cornac Adventurer level 50
1st Allure 124th year of Ascendancy at 23:35 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By RogAd the Cornac Adventurer level 23
1st Allure 123rd year of Ascendancy at 22:01 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By RogAd the Cornac Adventurer level 27
37th Regrowth 123rd year of Ascendancy at 16:11 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By RogAd the Cornac Adventurer level 50
35th Haze 123rd year of Ascendancy at 06:08 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By RogAd the Cornac Adventurer level 38
61st Pyre 123rd year of Ascendancy at 19:44 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By RogAd the Cornac Adventurer level 31
2nd Pyre 123rd year of Ascendancy at 20:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By RogAd the Cornac Adventurer level 10
20th Dusk 122nd year of Ascendancy at 00:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By RogAd the Cornac Adventurer level 20
2nd Decay 122nd year of Ascendancy at 16:14 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By RogAd the Cornac Adventurer level 30
72nd Regrowth 123rd year of Ascendancy at 13:22 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By RogAd the Cornac Adventurer level 40
70th Pyre 123rd year of Ascendancy at 19:19 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By RogAd the Cornac Adventurer level 50
53rd Dusk 123rd year of Ascendancy at 00:19 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By RogAd the Cornac Adventurer level 50
33rd Haze 123rd year of Ascendancy at 10:05 see stats
Portal destroyer (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed one invocation portal.By RogAd the Cornac Adventurer level 50
1st Allure 124th year of Ascendancy at 23:33 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By RogAd the Cornac Adventurer level 50
13rd Haze 123rd year of Ascendancy at 05:22 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By RogAd the Cornac Adventurer level 17
38th Haze 122nd year of Ascendancy at 01:00 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By RogAd the Cornac Adventurer level 39
68th Pyre 123rd year of Ascendancy at 02:45 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By RogAd the Cornac Adventurer level 26
34th Regrowth 123rd year of Ascendancy at 11:37 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By RogAd the Cornac Adventurer level 40
71st Pyre 123rd year of Ascendancy at 09:23 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By RogAd the Cornac Adventurer level 10
21st Dusk 122nd year of Ascendancy at 10:07 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By RogAd the Cornac Adventurer level 50
33rd Haze 123rd year of Ascendancy at 13:35 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By RogAd the Cornac Adventurer level 50
1st Allure 124th year of Ascendancy at 23:35 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By RogAd the Cornac Adventurer level 50
7th Haze 123rd year of Ascendancy at 12:00 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By RogAd the Cornac Adventurer level 12
40th Dusk 122nd year of Ascendancy at 01:41 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By RogAd the Cornac Adventurer level 21
9th Decay 122nd year of Ascendancy at 12:30 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By RogAd the Cornac Adventurer level 45
1st Dusk 123rd year of Ascendancy at 08:22 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By RogAd the Cornac Adventurer level 31
3rd Pyre 123rd year of Ascendancy at 04:27 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By RogAd the Cornac Adventurer level 24
5th Allure 123rd year of Ascendancy at 04:05 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By RogAd the Cornac Adventurer level 35
35th Pyre 123rd year of Ascendancy at 16:55 see stats
Log
RogAd drops on the floor: Alukalthosta (136% power, 6 apr, darkness element).
Your Alukalthosta (136% power, 6 apr, darkness element) is magically sorted by the storage room and put in a pile with the others items of the same type.
RogAd drops on the floor: Salurerin (147% power, 6 apr, lightning element).
Your Salurerin (147% power, 6 apr, lightning element) is magically sorted by the storage room and put in a pile with the others items of the same type.
RogAd drops on the floor: Blood-Edge (157% power, 7 apr).
Your Blood-Edge (157% power, 7 apr) is magically sorted by the storage room and put in a pile with the others items of the same type.
RogAd drops on the floor: Chidan the voratun steamgun.
Your Chidan the voratun steamgun is magically sorted by the storage room.
RogAd drops on the floor: The Long-Arm.
Your The Long-Arm is magically sorted by the storage room and put in a pile with the others items of the same type.
RogAd drops on the floor: Unlightcrypt.
Your Unlightcrypt is magically sorted by the storage room and put in a pile with the others items of the same type.
RogAd drops on the floor: Infernotitan (172% power, 4 apr).
Your Infernotitan (172% power, 4 apr) is magically sorted by the storage room and put in a pile with the others items of the same type.
RogAd deactivates Crystalline Focus.
RogAd deactivates Shielding.
RogAd deactivates Dark Ritual.
RogAd deactivates Arcane Shield.
RogAd deactivates Stealth.
RogAd deactivates Chant of Fortress.
RogAd deactivates Beyond the Flesh.
RogAd deactivates Quicken Spells.
RogAd deactivates Essence of Speed.
