Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! 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.
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 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:
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. 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Arcane Blade |
Level / Exp | 50 / 2937% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 84 (base 18) |
Dexterity | 137 (base 60) |
Constitution | 96 (base 31) |
Magic | 173 (base 66) |
Willpower | 51 (base 11) |
Cunning | 152 (base 64) |
Resources
Life | 1866/1866 |
Mana | 532/532 |
Stamina | 310/310 |
Positive | 197/197 |
Healing Factor | 1.6650153550369 |
Regeneration | 40.376622359645 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +56.2051220533% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 52.701278341865 |
See Invisible | 64.701278341865 |
Offense: Mainhand
Damage | 93 |
Accuracy | 87 |
Crit Chance | 114% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 49 |
Accuracy | 87 |
Crit Chance | 119% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 112 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 74% |
Speed | 1 |
Offense: Damage Bonus
Acid | +55% |
Lightning | +163% |
Cold | +31% |
Mind | +34% |
Arcane | +60% |
Fire | +40% |
All | +25% |
Offense: Damage Penetration
Acid | +55% |
Lightning | +81% |
Temporal | +30% |
Cold | +70% |
Arcane | +64% |
Fire | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 35.864326979289 (39.516728982928%) |
Defense | 97 |
Ranged Defense | 105 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 51 |
Mental Save | 62 |
Defense: Resistances
Acid | + 55%( 70%) |
Blight | + 47%( 70%) |
Cold | + 56%( 70%) |
All | + 41%( 70%) |
Lightning | + 70%( 70%) |
Temporal | + 52%( 70%) |
Darkness | + 54%( 70%) |
Fire | + 56%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Pinning Resistance | 100% |
Disarm Resistance | 85% |
Instadeath Resistance | 100% |
Knockback Resistance | 48% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 1687 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 386 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 910% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 44 up to 10 times. Its effects scale with your Magic stat. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Feather Wind |
talent | Shock Hands |
talent | Fiery Hands |
talent | Shielding |
talent | Stone Skin |
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 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. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 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 Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | 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. 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 fire 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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. * 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: 3488. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit 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 precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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 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 | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within2 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Searschism (15 def, 5 armour) Searschism (15 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +11 Mag +6 Wil dps ---------- Spell.crit +5% Dmg.mod +15% acid +6% fire Res.pen +20% acid +5% fire On Hit (Melee): * 10% chance to reduce armor by 53% ----- def ----- Armour +5 Defense +15 (+3 eff.) Resists +15% fire ---------- misc Mana/turn +0.60 Max.mana +42.00 Spell.cld 10% Evasion: (Instant) Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 59 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | Nimbuswaker Nimbuswaker1.0 T5 lite [Random Unique] Arcane/Nature While equipped: Stats +9 Wil dps ---------- Phys.crit +5.0% Spell.crit +4% Mind.crit +2% Crit.mult +18.00% Phys.pwr +9 (+2 eff.) Spell.pwr +4 (+0 eff.) Dmg.mod +9% mind Res.pen +15% lightning Melee Ret 4 mind ----- def ----- Resists +10% blight +12% darkness Max.HP +61.00 ---------- misc Psi/ret +0.08 Light +5 Infravis +5 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 48 blight damage or heals 57 life. Creatures standing in the retch also have 17% 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. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Xoselaith (6 def, 12 armour) Xoselaith (6 def, 12 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +14 Dex +7 Cun +9 Con dps ---------- Spell.crit +4% On Melee Ret: * 48% chance to reduce strength, dexterity, and constitution by 42 * 46% chance to reduce damage dealt by 28% ----- def ----- Armour +12 Defense +6 (+2 eff.) Fatigue +5% Resists +5% all Phys.save +11 (+3 eff.) ---------- misc Max.mana +80.00 A cap made of leather. |
On hands | Shiverraider the drakeskin leather gloves (0 def, 3 armour) Shiverraider the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Wil +5 Con dps ---------- Phys.crit +14.0% Spell.crit +18% Mind.crit +20% Crit.mult +12.00% Melee+ 12 lightning Dmg.mod +15% acid +6% cold +9% lightning On Hit (Melee): * 21% chance to reduce armor by 53% ----- def ----- Armour +3 Resists +15% acid +10% lightning Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 144% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +13.0% Atk.spd 100% On Crit.r2 +13 lightning On Hit: 10% Disarm 5 On Hit: 10% Lightning Breath 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Chargewilter the stralite torque of psionic shield [power 131] (17 cooldown) Chargewilter the stralite torque of psionic shield [power 131] (17 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +21.07% Spell.pwr +32 (+5 eff.) Dmg.mod +21% arcane Res.pen +26% arcane Melee Ret 6 lightning 11 fire ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 17 cooldown 100% to increase all damage by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Frigidvice the voratun ring Frigidvice the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Cun +4 Mag dps ---------- Spell.pwr +15 (+2 eff.) Res.pen +5% temporal +25% cold Melee Ret 4 temporal ----- def ----- Resists +15% temporal +6% cold Mind.save +11 (+3 eff.) Max.HP +94.00 HP.reg +20.00 Heal.mod +18% Confus- +50% Stun/Frz- +60% Rings make your fingers look great! |
On fingers | Hanaldir Hanaldir0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +8 Dex +9 Cun +1 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +19 (+4 eff.) Spell.pwr +18 (+3 eff.) Mind.pwr +20 (+6 eff.) Dmg.mod +18% all Acc +15 (+3 eff.) ----- def ----- Resists +3% temporal Mind.save +3 (+1 eff.) Max.HP +117.00 HP.reg +4.00 Disarm- +45% Pinning- +48% Stun/Frz- +20% Knockbk- +48% Rings make your fingers look great! |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +13 Dex +5 Mag +5 Wil +13 Cun +30 Con dps ---------- Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Ignore.dmg +8% Affinity +20% lightning Amulets make your neck look great! |
In main hand | Alodragund (129% power, 5 apr, lightning element) Alodragund (129% power, 5 apr, lightning element)5.0 T4 staff 1H weapon [Random Unique] Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Dex +5 Mag +2 Con dps ---------- Phys.crit +16.0% Spell.crit +24% Crit.mult +16.00% Phys.pwr +23 (+5 eff.) Spell.pwr +26 (+4 eff.) Dmg.mod +25% lightning Res.pen +10% acid Acc +21 (+4 eff.) On Hit (Melee): * 20% chance to reduce armor by 53% ---------- misc See.Invis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | Lightning Catcher Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
In off hand | elemental voratun dagger of ruin (147% power, 9 apr) elemental voratun dagger of ruin (147% power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 162 lightning damage (1/turn) While equipped: dps ---------- Phys.crit +10.0% Crit.mult +25.00% Dmg.mod +26% lightning Res.pen +26% lightning Apr +10 Sharp, short and deadly. |
Cloak | Cracklebearer the elven-silk cloak (3 def, 0 armour) Cracklebearer the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +5 Dex +4 Con dps ---------- Spell.crit +6% Crit.mult +21.00% Spell.pwr +8 (+1 eff.) Dmg.mod +24% lightning +14% arcane Res.pen +13% arcane +20% cold Melee Ret 8 cold ----- def ----- Defense +3 (+1 eff.) Resists +9% acid +10% fire +16% lightning +9% cold Spell.save +13 (+4 eff.) ---------- misc Stam/turn +1.50 Max.mana +56.00 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | The Calm (15 def, 0 armour) 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 (+3 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 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. |
Inventory
healing infusion of the wizard (heal 386; cd 12) healing infusion of the wizard (heal 386; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 386 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 28%; mental, physical; dur 4; cd 13) wild infusion of the psychic (res 28%; mental, physical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the sneak (absorb 399; cd 14) shatter afflictions rune of the sneak (absorb 399; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 399 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 379; cd 15) shatter afflictions rune of the wizard (absorb 379; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 379 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 1318; dur 7; cd 15) shielding rune of the sneak (absorb 1318; dur 7; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1318 damage for 7 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of Dread =blind immune= Choker of Dread =blind immune=0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 39 power out of 60/60 The evilness of undeath radiates from this amulet. |
restful voratun amulet of magic (+6) restful voratun amulet of magic (+6)0.1 T5 amulet jewelry [Ego] Arcane/Master While equipped: Stats +6 Mag ----- def ----- Fatigue -7% HP.reg +1.00 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental Fury Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
warrior's voratun ring of tenacity warrior's voratun ring of tenacity0.1 T5 ring jewelry [Ego] Master While equipped: Stats +6 Str ----- def ----- Armour +12 Max.HP +41.00 Disarm- +50% Pinning- +50% Knockbk- +42% Rings make your fingers look great! |
Life Drinker (152% power, 11 apr) Life Drinker (152% power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical 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 (+2 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 26 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 36.71 acid and 29.60 blight damage. If not cleared after five turns it will inflict 168.09 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. |
Mandible of Ungolmor (150% power, 12 apr) Mandible of Ungolmor (150% power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 30% Cun, 35% Str, 35% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Mayalrathra the voratun dagger (150% power, 9 apr) Mayalrathra the voratun dagger (150% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Nature/Psionic Power 150% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 physical On Hit.r1 +16 acid +20 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +15 Str +13 Dex +13 Mag +5 Wil +11 Cun +13 Con dps ---------- Phys.crit +2.0% Res.pen +5% mind Apr +2 On Hit (Melee): * 27% chance to reduce armor by 53% ----- def ----- Die.at -40.00 life Sharp, short and deadly. |
Poltergeist's Shantiz the Stormblade (111% power, 20 apr) Poltergeist's Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
warbringer's voratun dagger of enduring (146% power, 9 apr) warbringer's voratun dagger of enduring (146% power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +11 Wil +14 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +9% physical ----- def ----- Max.HP +66.00 Disarm- +29% Sharp, short and deadly. |
Morrigor (161% power, 12 apr) Morrigor (161% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 60% Mag, 60% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 138.40 arcane and 108.12 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+4 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Thunderfall (161% power, 6 apr) Thunderfall (161% power, 6 apr)3.0 T5 mace 1H weapon [Unique] Psionic Power 162% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 39 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Awakened Staff of Absorption (172% power, 60 apr, arcane element) Awakened Staff of Absorption (172% power, 60 apr, arcane element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. 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. Uses 129 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." |
Lost Staff of Archmage Tarelion (136% power, 4 apr, arcane element) Lost Staff of Archmage Tarelion (136% power, 4 apr, arcane element)5.0 T5 staff 2H weapon [Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+6 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Telos's Staff (Top Half) (143% power, 0 apr, lightning element) Telos's Staff (Top Half) (143% power, 0 apr, lightning element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 144% Range: 1.2x Uses 100% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+5 eff.) Dmg.mod +35% lightning ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
dragonbone vilestaff 'Zokhad' (136% power, 6 apr, physical element) dragonbone vilestaff 'Zokhad' (136% power, 6 apr, physical element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +10 Cun +10 Con dps ---------- Spell.crit +5% Crit.mult +30.00% Spell.pwr +15 (+2 eff.) Dmg.mod +6% mind +30% physical Res.pen +10% arcane +17% mind Melee Ret 8 mind ----- def ----- Resists +15% blight +15% physical ---------- misc Mana/turn +0.36 N.En/turn +0.20 Vim/s.crit +8.00 Max.mana +72.00 Max.vim +39.00 Max.N.En +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
voratun waraxe 'Sunzephyr' (150% power, 6 apr) voratun waraxe 'Sunzephyr' (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +10 blight On Hit.r1 +20 blight On Hit: 20% Curse of Death 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 42 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +10% blight Melee Ret 4 light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 42 ----- def ----- Resists +9% cold One-handed war axes. |
Girdle of Preservation Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
drakeskin leather belt 'Blindrock' drakeskin leather belt 'Blindrock'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Mag +1 Con dps ---------- Dmg.mod +15% physical Res.pen +20% darkness +18% physical On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Armour +13 Defense +15 (+3 eff.) Resists +12% darkness Phys.save +21 (+7 eff.) HP.reg +3.50 Heal.mod +26% A belt that goes around your waist. |
Glimmerradiance (11 def, 6 armour) Glimmerradiance (11 def, 6 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +7 Dex +3 Mag +4 Wil dps ---------- Dmg.mod +10% darkness Res.pen +11% darkness Apr +2 ----- def ----- Armour +6 Defense +11 (+3 eff.) Resists +16% darkness +6% light Phys.save +13 (+4 eff.) Stealth +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+6 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) 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 (+3 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 33 out of 50/50. 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. |
Xerena (0 def, 0 armour) Xerena (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Spell.pwr +20 (+3 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +21% mind +24% temporal Phasing +20% ----- def ----- Resists +5% arcane +24% temporal +27% mind +15% all Crit.chn- 10.00% Mind.save +28 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 115% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 196.14 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
drakeskin leather gloves 'Strikemark' (0 def, 3 armour) drakeskin leather gloves 'Strikemark' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +5 Cun +5 Con dps ---------- Dmg.mod +3% lightning Melee Ret 8 fire ----- def ----- Armour +3 Resists +9% lightning +6% temporal +6% arcane +6% cold Phys.save +40 (+13 eff.) Spell.save +9 (+3 eff.) Mind.save +7 (+2 eff.) HP.reg +6.00 Disarm- +50% ---------- misc Stam/turn +1.20 Psi/turn +0.40 Cooldown Double Strike -1 Unarmed combat: Power 134% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +5 Crit +19.0% Atk.spd 100% Melee+ +21 physical On Hit: 10% Set Up 5 On Hit: 10% Juggernaut 1 On Hit: 10% Second Wind 1 Juggernaut: (Instant) Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
elven-silk wizard hat 'Mucusspawner' (3 def, 0 armour) elven-silk wizard hat 'Mucusspawner' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +8% Mind.pwr +19 (+5 eff.) Dmg.mod +14% cold +38% mind +9% arcane Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Defense +3 (+1 eff.) Resists +21% cold +31% mind +6% nature Phys.save +30 (+10 eff.) Mind.save +29 (+8 eff.) ---------- misc Max.psi +67.00 A pointy cloth hat, very wizardly... |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Urthavon the Healwitch (20 def, 8 armour) Urthavon the Healwitch (20 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +17 Str +9 Dex +12 Mag +9 Wil +8 Cun dps ---------- S.pwr/crit +6 Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +3% blight +3% cold On Hit (Melee): * 25% chance to slow global speed by 62% ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +20% darkness +15% physical Max.HP +70.00 ---------- misc Max.mana +60.00 Max.vim +20.00 Light +1 Track: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
drakeskin leather armour 'Forestwhisper' (20 def, 21 armour) drakeskin leather armour 'Forestwhisper' (20 def, 21 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Melee+ 8 fire Ranged+ 9 fire Dmg.mod +3% nature Res.pen +20% nature On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Armour +21 Defense +20 (+4 eff.) Fatigue +8% Resists +27% physical +26% darkness +30% blight +25% fire +9% nature +5% arcane Phys.save +25 (+8 eff.) ---------- misc Light +2 A suit of armour made of leather. |
302 alchemist agate 302 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. |
aquamarine 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. |
opal 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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Isleba (dig speed 5 turns) =dig speed= Isleba (dig speed 5 turns) =dig speed=3.0 T5 digger tool [Random Unique] Master While equipped: Stats +4 Cun +3 Str dps ---------- Crit.mult +16.00% Phys.pwr +9 (+2 eff.) Dmg.mod +6% arcane Acc +8 (+1 eff.) Apr +7 ----- def ----- Armour +3 Defense +6 (+2 eff.) Resists +9% physical +5% arcane +3% light Phys.save +12 (+4 eff.) Max.HP +20.00 ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Winterserpent the dwarven-steel pickaxe (dig speed 15 turns) =stats= Winterserpent the dwarven-steel pickaxe (dig speed 15 turns) =stats=3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +7 Dex +9 Con dps ---------- Phys.crit +5.0% Phys.pwr +15 (+3 eff.) Dmg.mod +10% mind +10% fire ----- def ----- Resists +6% cold Mind.save +10 (+3 eff.) Die.at -60.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle" 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. |
3 jade 3 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. |
11 turquoise 11 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 52 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 71.20 cold damage and 67.94 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Wintertide Phial =cleanse= Wintertide Phial =cleanse=2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 26 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Eternity's Counter Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal ----- def ----- Resists +12% all +15% temporal Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 13 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Crystal Heart Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff Crystal Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 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. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
45 alchemist bloodstone 45 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
20 bloodstone 20 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. |
14 fire opal 14 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 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 Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 20 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 223% of the healing done. This effect scales with your Magic stat.. Uses 49 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 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 (1/1) Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1115.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 17 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest 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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 20 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. |
Pearl of Life and Death Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
11 diamond 11 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. |
17 moonstone 17 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl 14 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. |
quartz 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. |
3 amber 3 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. |
zircon 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. |
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
By FxAB the Drem Arcane Blade level 28
21st Profit 123rd year of Ascendancy at 03:06 see stats
By FxAB the Drem Arcane Blade level 36
14th Shortage 123rd year of Ascendancy at 23:11 see stats
By FxAB the Drem Arcane Blade level 29
11st Wealth 123rd year of Ascendancy at 20:27 see stats
By FxAB the Drem Arcane Blade level 35
13rd Shortage 123rd year of Ascendancy at 09:58 see stats
By FxAB the Drem Arcane Blade level 47
2nd Wealth 124th year of Ascendancy at 05:01 see stats
By FxAB the Drem Arcane Blade level 50
20th Shortage 124th year of Ascendancy at 16:36 see stats
By FxAB the Drem Arcane Blade level 50
5th Gold 125th year of Ascendancy at 11:38 see stats
By FxAB the Drem Arcane Blade level 46
6th Profit 124th year of Ascendancy at 07:32 see stats
By FxAB the Drem Arcane Blade level 38
14th Iron 124th year of Ascendancy at 03:28 see stats
By FxAB the Drem Arcane Blade level 36
9th Iron 124th year of Ascendancy at 04:21 see stats
By FxAB the Drem Arcane Blade level 50
9th Shortage 124th year of Ascendancy at 00:53 see stats
By FxAB the Drem Arcane Blade level 15
3rd Shortage 122nd year of Ascendancy at 17:55 see stats
By FxAB the Drem Arcane Blade level 47
5th Wealth 124th year of Ascendancy at 17:59 see stats
By FxAB the Drem Arcane Blade level 37
11st Iron 124th year of Ascendancy at 10:58 see stats
By FxAB the Drem Arcane Blade level 32
16th Loss 123rd year of Ascendancy at 01:21 see stats
By FxAB the Drem Arcane Blade level 50
37th Steel 125th year of Ascendancy at 23:50 see stats
By FxAB the Drem Arcane Blade level 21
35th Steel 123rd year of Ascendancy at 05:38 see stats
By FxAB the Drem Arcane Blade level 29
17th Wealth 123rd year of Ascendancy at 02:19 see stats
By FxAB the Drem Arcane Blade level 23
42nd Steel 123rd year of Ascendancy at 15:26 see stats
By FxAB the Drem Arcane Blade level 50
5th Steel 125th year of Ascendancy at 04:58 see stats
By FxAB the Drem Arcane Blade level 47
5th Wealth 124th year of Ascendancy at 20:30 see stats
By FxAB the Drem Arcane Blade level 49
15th Wealth 124th year of Ascendancy at 10:07 see stats
By FxAB the Drem Arcane Blade level 36
10th Iron 124th year of Ascendancy at 03:34 see stats
By FxAB the Drem Arcane Blade level 29
11st Wealth 123rd year of Ascendancy at 20:06 see stats
By FxAB the Drem Arcane Blade level 50
20th Shortage 124th year of Ascendancy at 16:49 see stats
By FxAB the Drem Arcane Blade level 50
11st Loss 124th year of Ascendancy at 16:50 see stats
By FxAB the Drem Arcane Blade level 10
41st Profit 122nd year of Ascendancy at 22:55 see stats
By FxAB the Drem Arcane Blade level 20
30th Iron 123rd year of Ascendancy at 18:45 see stats
By FxAB the Drem Arcane Blade level 30
25th Dearth 123rd year of Ascendancy at 16:16 see stats
By FxAB the Drem Arcane Blade level 40
44th Steel 124th year of Ascendancy at 21:04 see stats
By FxAB the Drem Arcane Blade level 50
3rd Dearth 124th year of Ascendancy at 11:06 see stats
By FxAB the Drem Arcane Blade level 24
45th Steel 123rd year of Ascendancy at 01:17 see stats
By FxAB the Drem Arcane Blade level 50
11st Shortage 124th year of Ascendancy at 16:46 see stats
By FxAB the Drem Arcane Blade level 50
26th Dearth 124th year of Ascendancy at 06:49 see stats
By FxAB the Drem Arcane Blade level 18
10th Iron 123rd year of Ascendancy at 17:49 see stats
By FxAB the Drem Arcane Blade level 50
9th Dearth 124th year of Ascendancy at 16:02 see stats
By FxAB the Drem Arcane Blade level 36
10th Iron 124th year of Ascendancy at 18:21 see stats
By FxAB the Drem Arcane Blade level 36
10th Iron 124th year of Ascendancy at 12:38 see stats
By FxAB the Drem Arcane Blade level 25
18th Gold 123rd year of Ascendancy at 00:52 see stats
By FxAB the Drem Arcane Blade level 37
11st Iron 124th year of Ascendancy at 12:55 see stats
By FxAB the Drem Arcane Blade level 50
37th Steel 125th year of Ascendancy at 23:48 see stats
By FxAB the Drem Arcane Blade level 10
3rd Wealth 122nd year of Ascendancy at 10:01 see stats
By FxAB the Drem Arcane Blade level 29
11st Wealth 123rd year of Ascendancy at 20:27 see stats
By FxAB the Drem Arcane Blade level 28
42nd Profit 123rd year of Ascendancy at 19:19 see stats
By FxAB the Drem Arcane Blade level 50
37th Steel 125th year of Ascendancy at 23:50 see stats
By FxAB the Drem Arcane Blade level 46
1st Wealth 124th year of Ascendancy at 10:09 see stats
By FxAB the Drem Arcane Blade level 13
39th Dearth 122nd year of Ascendancy at 16:48 see stats
By FxAB the Drem Arcane Blade level 39
30th Steel 124th year of Ascendancy at 02:18 see stats
By FxAB the Drem Arcane Blade level 25
19th Gold 123rd year of Ascendancy at 02:52 see stats
By FxAB the Drem Arcane Blade level 19
28th Iron 123rd year of Ascendancy at 10:37 see stats
By FxAB the Drem Arcane Blade level 35
12nd Shortage 123rd year of Ascendancy at 10:39 see stats
By FxAB the Drem Arcane Blade level 18
24th Shortage 122nd year of Ascendancy at 23:38 see stats
Log
Lore found: Lessons of Inevitability - Unravel Existence Failure
Lore found: gravestone
Lore found: gravestone
Lore found: demon statue: Ruin Banshee
Lore found: slain master
Lore found: clue (ruined dungeon)
Lore found: first mural painting
Lore found: gravestone
Lore found: gravestone
Lore found: gravestone
Lore found: telepathic message (6)
Lore found: fifth mural painting
Lore found: gravestone
Lore found: Lessons of Inevitability - Unravel Existence
Lore found: strange picture
Lore found: gravestone
Lore found: Forbidden Tome: "A View From The Gallery"
Lore found: gravestone
You gain 25.00 gold from the transmogrification of Moldthorn the drakeskin leather gloves (15 def, 23 armour).
There is a teleportation circle to the surface here (press '' or right click to use).
There is a Way to a strange portal here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
The furious lightning storm around FxAB calms down and disappears.