









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 41 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by manaworm at level 2 on the 74th Pyre 122nd year of Ascendancy at 18:14 0 / 9Killed by Vaeur the Bringer of Doom at level 23 on the 3rd Dusk 123rd year of Ascendancy at 17:48 Killed by orc necromancer at level 24 on the 14th Dusk 123rd year of Ascendancy at 00:25 Killed by ghast at level 27 on the 22nd Dusk 123rd year of Ascendancy at 07:18 Killed by elder vampire at level 27 on the 22nd Dusk 123rd year of Ascendancy at 09:43 Killed by Glorilemina the Guardian at level 27 on the 66th Dusk 123rd year of Ascendancy at 04:24 Killed by Lisuthra the orc blood mage at level 32 on the 71st Haze 123rd year of Ascendancy at 13:48 Killed by Genn the spire dragon at level 39 on the 2nd Regrowth 124th year of Ascendancy at 10:25 Killed by Vor, Grand Geomancer of the Pride at level 41 on the 2nd Pyre 124th year of Ascendancy at 06:17 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 67 (base 44) |
| Magic | 98 (base 60) |
| Willpower | 84 (base 60) |
| Cunning | 42 (base 11) |
Resources
| Life | -400/661 |
| Mana | 396/785 |
| Healing Factor | 1.5435014349578 |
| Regeneration | 2.0837269371931 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 13 |
| Crit Chance | 15% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +26% |
| Cold | +15% |
| All | +11% |
| Lightning | +87% |
| Light | +16% |
| Temporal | +52% |
| Physical | +35% |
| Fire | +15% |
| Darkness | +20% |
Offense: Damage Penetration
| Lightning | +60% |
| Temporal | +55% |
| Arcane | +35% |
| Physical | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 46 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 23%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 32%( 70%) |
| Physical | + 22%( 70%) |
| Darkness | + 34%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Disarm Resistance | 27% |
| Fear Resistance | 0% |
| Silence Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 590 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 539 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1104% for 10 turns (73 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Storm | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Arcane | 1.60 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Dofl. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by faerlhing. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the repented thief from death by Dofl. Escort: repented thief (level 1 of Old Forest) | failed |
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 Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +3 Str +2 Cun +5 Con ----- def ----- Armour +3 Phys.save +19 (+6 eff.) Mind.save +14 (+5 eff.) Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Halar1.0 T3 lite [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +30 (+10 eff.) ----- def ----- Armour +6 Phys.save +18 (+6 eff.) ---------- misc Max.stam +20.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
| Tool | Skystreak the elven-wood wand of shielding [power 332] (20 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +10% lightning Melee Ret 4 lightning ----- def ----- Resists +6% acid Create a shield absorbing up to 332 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 14% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Malichik the Skysweep0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Phys.pwr +13 (+5 eff.) Spell.pwr +13 (+3 eff.) Mind.pwr +20 (+5 eff.) Dmg.mod +6% all Res.pen +10% temporal Melee Ret 6 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -7% Resists +12% lightning ---------- misc Max.enc +28 Rings make your fingers look great! |
| On fingers | Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 6.4 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 327.75 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around waist | Arcmaster the drakeskin leather belt1.0 T5 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +18% lightning +9% temporal +9% darkness Melee Ret 6 temporal ----- def ----- Resists +9% darkness +12% temporal Phys.save +15 (+5 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
| In main hand | lifebinding dragonbone magestaff of channeling (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +5% Spell.pwr +34 (+7 eff.) Dmg.mod +30% lightning ----- def ----- HP.reg +1.10 Heal.mod +18% ---------- misc Mana/turn +0.16 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Skyrune the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Con dps ---------- Melee+ 9 light 10 lightning Dmg.mod +6% lightning +12% temporal +5% light Res.pen +25% lightning Melee Ret 8 lightning ----- def ----- Armour +2 Resists +8% light +7% lightning Phys.save +18 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+5 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 46/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
| Cloak | Isudhevea (21 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Mind.crit +4% ----- def ----- Armour +6 Defense +21 (+6 eff.) Resists +5% arcane +12% cold +3% light +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
conjurer's stralite ring0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Rings make your fingers look great! |
marksman's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+4 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +32% Rings make your fingers look great! |
blazebringer's voratun battleaxe of ruin (56-84 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 56.0 - 84.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +94 fire While equipped: dps ---------- Phys.crit +13.0% Crit.mult +33.00% All.spd +8% Res.pen +19% fire Apr +13 Massive two-handed battleaxes. |
Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 18.72 acid and 18.72 blight damage. If not cleared after five turns it will inflict 106.27 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
enhanced stralite dagger of torment (28-37 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Psionic Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +10 Str +6 Dex +9 Mag +6 Wil +7 Cun +8 Con Sharp, short and deadly. |
stralite dagger of rage (27-35 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +7% physical Acc +13 (+9 eff.) Sharp, short and deadly. |
Getyrand the voratun greatmaul (68-101 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Rare] Master Power 67.5 - 101.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +16 (+11 eff.) On Hit (Melee): * 20% chance to reduce armor by 44% ----- def ----- Defense +20 (+6 eff.) Resists +18% acid +6% mind Mind.save +18 (+6 eff.) Disarm- +70% ---------- misc Psi/ret +0.16 Max.hate +6.00 Massive two-handed mauls. |
living mindstar of venom (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 6 acid Dmg.mod +17% acid Res.pen +11% acid ----- def ----- Resists +8% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Olafast the elven-wood starstaff (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str +2 Wil dps ---------- Phys.crit +11.0% Spell.crit +15% Mind.crit +2% Spell.pwr +35 (+8 eff.) Melee+ 39 arcane Dmg.mod +25% darkness Res.pen +10% physical ----- def ----- Defense +5 (+2 eff.) Mind.save +9 (+3 eff.) Disease- +15% ---------- misc Mana/turn +0.50 Max.mana +68.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. It was changed by the digestive sack. |
chilling orichalcum trident of torment (52-83 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Arcane/Psionic Power 52.0 - 83.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +26 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking voratun waraxe of ruin (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego++] Master Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Crit.mult +29.00% Res.pen +10% physical Acc +20 (+13 eff.) Apr +21 One-handed war axes. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
reinforced hardened leather belt of containment1.0 T3 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +9 Defense +10 (+3 eff.) Phys.save +15 (+5 eff.) Anom.red +12 Max.HP +84.00 ---------- misc Max.mana +42.00 Max.stam +34.00 Max.hate +13.00 Max.psi +23.00 Max.vim +27.00 Max.P.En +25.00 Max.N.En +28.00 A belt that goes around your waist. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
spellwoven elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +5% Spell.pwr +16 (+4 eff.) S.pwr/crit +4 ----- def ----- Resists +15% all Spell.save +22 (+7 eff.) Silence- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +6 Str +4 Mag +6 Wil dps ---------- Dmg.mod +11% lightning +8% physical +5% cold ----- def ----- Resists +7% lightning +7% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of Angolwen (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Nature While equipped: Stats +4 Mag +4 Wil +7 Con dps ---------- Spell.pwr +9 (+2 eff.) S.pwr/crit +4 Dmg.mod +13% nature ----- def ----- Resists +11% all Poison- +28% Disease- +27% Silence- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
brawler's voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Dex +4 Cun ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
aegis elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Shield.pwr +9% HP.reg +4.60 A pointy cloth hat, very wizardly... |
augmenting cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +6% acid +9% lightning +3% cold +5% arcane +6% fire ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
eldritch elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Mana/turn +1.70 Mana/ret +1.00 Max.mana +73.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 17 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
enlightening reinforced leather armour of command (25 def, 13 armour)9.0 T4 light armor Reqs Str 18 [Ego++] Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +13 Defense +25 (+7 eff.) Fatigue +8% Mind.save +30 (+10 eff.) A suit of armour made of leather. |
fearforged voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +16 Fatigue +28% Resists +10% fire -17% light +8% darkness Phys.save +6 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) A suit of armour made of metal plates. |
quiver of dragonbone arrows 'Poretira' (18/18, 52-74 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Random Unique] Arcane/Psionic Power 52.5 - 73.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 18 Rld cld 1 Ranged+ +20 acid +27 mind On Crit.r2 +8 acid On Hit: * 41% chance to reduce all saves and defense by 34 * 20% chance to reduce armor by 44% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
177 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+8 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+8 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 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)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
extending dragonbone totem of stinging [power 428] (15 cooldown)2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 475 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Arutta the Scumbrace [power 248] (20 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +5% nature Melee Ret 4 arcane On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Resists +5% arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 17% for 2 turns. 100% to increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating dragonbone wand of lightning storm [power 458] (15 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 171 lightning damage and will be dazed for 1 turn (856 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Dofl the Cornac Archmage level 30
22nd Haze 123rd year of Ascendancy at 13:17 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dofl the Cornac Archmage level 41
1st Pyre 124th year of Ascendancy at 20:59 see stats
Against all odds
Killed Ukruk in the ambush.By Dofl the Cornac Archmage level 29
20th Haze 123rd year of Ascendancy at 19:34 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Dofl the Cornac Archmage level 27
43rd Dusk 123rd year of Ascendancy at 01:54 see stats
Brave new world
Went to the Far East and took part in the war.By Dofl the Cornac Archmage level 32
48th Haze 123rd year of Ascendancy at 21:39 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dofl the Cornac Archmage level 19
55th Regrowth 123rd year of Ascendancy at 01:52 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Dofl the Cornac Archmage level 31
31st Haze 123rd year of Ascendancy at 09:27 see stats
Exterminator
Killed 1000 creatures.By Dofl the Cornac Archmage level 20
63rd Pyre 123rd year of Ascendancy at 07:45 see stats
Fear me not!
Survived the Fearscape!By Dofl the Cornac Archmage level 41
1st Pyre 124th year of Ascendancy at 01:38 see stats
Level 10
Got a character to level 10.By Dofl the Cornac Archmage level 10
5th Mirth 122nd year of Ascendancy at 08:41 see stats
Level 20
Got a character to level 20.By Dofl the Cornac Archmage level 20
61st Pyre 123rd year of Ascendancy at 23:21 see stats
Level 30
Got a character to level 30.By Dofl the Cornac Archmage level 30
20th Haze 123rd year of Ascendancy at 19:34 see stats
Level 40
Got a character to level 40.By Dofl the Cornac Archmage level 40
77th Regrowth 124th year of Ascendancy at 15:20 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Dofl the Cornac Archmage level 2
74th Pyre 122nd year of Ascendancy at 20:29 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Dofl the Cornac Archmage level 36
3rd Decay 123rd year of Ascendancy at 13:09 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Dofl the Cornac Archmage level 19
1st Allure 123rd year of Ascendancy at 09:16 see stats
Size matters
Did over 600 damage in one attack.By Dofl the Cornac Archmage level 27
42nd Dusk 123rd year of Ascendancy at 16:35 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Dofl the Cornac Archmage level 32
37th Haze 123rd year of Ascendancy at 05:27 see stats
That was close
Killed your target while having only 1 life left.By Dofl the Cornac Archmage level 10
4th Flare 122nd year of Ascendancy at 05:01 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Dofl the Cornac Archmage level 32
38th Haze 123rd year of Ascendancy at 20:15 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dofl the Cornac Archmage level 22
78th Pyre 123rd year of Ascendancy at 18:20 see stats
Unstoppable
Returned from the dead.By Dofl the Cornac Archmage level 32
71st Haze 123rd year of Ascendancy at 13:48 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Dofl the Cornac Archmage level 28
20th Haze 123rd year of Ascendancy at 05:15 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Dofl the Cornac Archmage level 37
7th Allure 124th year of Ascendancy at 20:51 see stats
Log
Vor, Grand Geomancer of the Pride's spell attains critical power!
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dofl for (23 to ice), 35 fire (35 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dofl for (38 to ice), 57 fire (57 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dofl for (23 to ice), 35 fire (35 total damage).
Dofl is free from the ice.
Vor, Grand Geomancer of the Pride casts Flameshock.
Dofl is stunned by the burning flame!
The fabric of time around Vor, Grand Geomancer of the Pride returns to normal.
Dofl casts Displacement Shield.
The very fabric of space alters around Dofl.
Dofl teleports some damage to Vor, Grand Geomancer of the Pride!
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Vor, Grand Geomancer of the Pride for 59 teleported damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dofl for (59 teleported), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Vor, Grand Geomancer of the Pride for 95 teleported damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dofl for (95 teleported), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Vor, Grand Geomancer of the Pride for 59 teleported damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dofl for (59 teleported), 0 fire (0 total damage).
The fabric of time around Dofl returns to normal.
Burning Shock from Vor, Grand Geomancer of the Pride hits Dofl for 44 fire damage.
Vor, Grand Geomancer of the Pride casts Flame.
Dofl is on fire!
Dofl teleports some damage to Vor, Grand Geomancer of the Pride!
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 201 teleported damage.
Vor, Grand Geomancer of the Pride hits Dofl for (201 teleported), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride roars triumphantly.
Vor, Grand Geomancer of the Pride's Fireflash hits Dofl for 792 fire damage.
Dofl the level 41 cornac archmage was flamed to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.
The furious lightning storm around Dofl calms down and disappears.























































































































