
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Bleach Character Icons 1.5.5Adds some very clean chibi custom tiles from the Bleach anime. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Revamped Skirmisher 1.5.10Revamps the Skirmisher class. All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind. Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents. Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility. Scoundrel is unlocked, master increased to 1.3. [Buckler Training] [Tireless Combatant] [Skirmisher Slings] [Called Shots] |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 50 / 863% |
| Size | small |
| Lifes / Deaths | Killed by skeleton mage at level 14 on the 10th Haze 122nd year of Ascendancy at 15:13 1 / 7Killed by Grand Corruptor at level 24 on the 28th Dusk 123rd year of Ascendancy at 01:40 Killed by elven cultist at level 29 on the 62nd Dusk 123rd year of Ascendancy at 19:20 Killed by Atamathon the Giant Golem at level 37 on the 2nd Summertide 124th year of Ascendancy at 18:43 Killed by Atamathon the Giant Golem at level 37 on the 2nd Summertide 124th year of Ascendancy at 20:20 Killed by dreaming horror at level 49 on the 7th Regrowth 125th year of Ascendancy at 01:07 Killed by Darkness at level 50 on the 19th Regrowth 125th year of Ascendancy at 08:45 |
| Antimagic | Follower |
Primary Stats
| Strength | 50 (base 26) |
| Dexterity | 87 (base 63) |
| Constitution | 41 (base 23) |
| Magic | 14 (base 8) |
| Willpower | 97 (base 60) |
| Cunning | 127 (base 60) |
Resources
| Life | 919/1319 |
| Stamina | 319/484 |
| Equilibrium | 45 |
| Healing Factor | 1.3803791469195 |
| Regeneration | 8.0095486098658 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | -13 |
| Infravision | 16 |
| See Stealth | 74.345402872878 |
| See Invisible | 64.345402872878 |
Offense: Mainhand
| Damage | 186 |
| Accuracy | 63 |
| Crit Chance | 63% |
| APR | 6 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5.6 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 74 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +54% |
| Cold | +19% |
| All | +4% |
Offense: Damage Penetration
| Physical | +45% |
| Nature | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 28.311090170663 (98.720641061067%) |
| Defense | 60 |
| Ranged Defense | 63 |
| Fatigue | 14.761617380809 |
| Physical Save | 55 |
| Spell Save | 56 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 77%( 81%) |
| Blight | + 71%( 81%) |
| Arcane | + 68%( 81%) |
| Cold | + 69%( 81%) |
| All | + 39%( 81%) |
| Mind | + 45%( 81%) |
| Lightning | + 55%( 81%) |
| Light | + 53%( 81%) |
| Temporal | + 55%( 81%) |
| Physical | + 45%( 81%) |
| Darkness | + 67%( 81%) |
| Fire | + 56%( 81%) |
| Nature | + 57%( 81%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 490 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 681% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. While Heroism is active, you will only die when reaching -664 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Cunning / Called Shots | 1.67 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.47 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.70 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Wild Growth |
| talent | Antimagic Shield |
| talent | Insidious Poison |
| talent | Crippling Poison |
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| detrimental effect | The target has been splashed with acid, taking 20.56 acid damage per turn, reducing armour by 30 and attack by 26. Acid Splash |
| detrimental effect | Huge cut that bleeds, doing 10.20 physical damage per turn. Bleeding |
| beneficial effect | The target stands strong, increasing all resistances by 14.1% and resistance caps by 11.4%. Eternal Warrior |
| beneficial effect | Life and stamina regeneration increased by 4.55 . Breathing Room |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 15. Militant Mind |
| beneficial effect | You gain 35% resistance against acid. Resolve |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. 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 injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +1. | 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 Dexterity by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Evasion (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by greater gwelgoroth. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Cunning by +2. | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 Possessed. | 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. | 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. You have been shown a secret entrance to his stronghold. | 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 |
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 Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | penis breath (17/23, 56.5-67.8 power, 6 apr)3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 56.5 - 67.8 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.1% dam / acc Apr +6 Crit +19.0% Capacity 23 Ranged+ +8 lightning +56 darkness +19 gravity +8 acid Against +40% Living On Hit.r1 +20 acid On Crit.r2 +12 lightning On Hit: * 20% chance to daze at end of turn * 40 arcane resource burn * 10% chance to crush the target On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
| Light source | Yvylrata the Carrionnight1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +1 Dex +20 Cun +1 Con dps ---------- Res.pen +5% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Mind.save +13 (+4 eff.) ---------- misc Light -14 Infravis +11 See.Stealth +20 See.Invis +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of Command (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +7 Str +10 Wil +7 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 53 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
| On hands | drakeskin leather gloves of the verdant (0 def, 3 armour)1.0 T5 hands armor [Ego+] Disrupt While equipped: ----- def ----- Armour +3 Resists +12% blight +16% darkness +13% arcane Affinity +11% nature Spell.save +12 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 31 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+12 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | gladiator's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Max.HP +66.00 HP.reg +1.00 Heal.mod +16% Rings can have magical properties. |
| Around neck | voratun amulet of perfection (0.37 Cunning / Called Shots,0.37 Wild-gift / Fungus)0.1 T5 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.37 Cunning/Called Shots +0.37 Wild-gift/Fungus Amulets can have magical properties. |
| In main hand | poopsex4.0 T5 sling 1H weapon [Random Unique] Disrupt/Master Mastery Sling Supremacy Acc+ +0.1% dam / acc Atk.spd 125% Range +10 On Crit.r2 +4 nature While equipped: Stats +15 Cun +7 Wil dps ---------- Crit.mult +5.00% Mind.pwr +15 (+4 eff.) Dmg.mod +42% physical Res.pen +45% physical On Hit (Ranged): * 19 arcane resource burn ----- def ----- Resists +2% physical +3% light +6% temporal ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Masteries +0.20 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
| Around waist | hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +3 Dex +4 Cun +7 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +19 Infravis +5 A belt that goes around your waist. |
| In off hand | impervious voratun shield of resistance (12 def, 14 armour, 65.5-78.6 power, 278 block)7.0 T5 shield armor [Ego++] Nature/Master When used to Attack: Power 65.5 - 78.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +278 While equipped: Stats +4 Con ----- def ----- Armour +14 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +7% acid +8% fire +6% lightning +9% cold Phys.save +12 (+4 eff.) ---------- misc Talents +5 Block Handheld deflection devices. |
| Cloak | Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +4.0% Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +4% all Melee Ret 30 mind ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Masteries +0.20 Cursed/Gloom +0.20 Cursed/Darkness Creeping Darkness: Level 4.8 Pwr.cost 16 out of 18/18. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 52.73 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Main armor | Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +10% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+6 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] 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 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 119)0.1 T1 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 instantly heal yourself for 119 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 56)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 56 and cleanse 1 wound and 1 poison 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 ability. |
movement infusion (440% speed; 5 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 440% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 514 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 5; power 21; turns 4; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 7; power 22; turns 5; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the sneak (rad 8; power 73; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 36). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 73) for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 13%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 22%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 physical effect and reduce all damage taken by 22% 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 ability. |
wild infusion of the warrior (resist 29%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (538.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 559.52 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (348 lightning damage)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 116.13 to 348.40 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Brodoyon the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Dex +3 Mag +4 Wil +3 Con ----- def ----- Crit.dmg- 15.00% ---------- misc Masteries +0.22 Cunning/Called Shots +0.22 Cunning/Stealth Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of mastery (0.11 Cunning / Scoundrel)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Cunning/Scoundrel Amulets can have magical properties. |
stabilizing gold amulet of mastery (0.21 Cunning / Poisons)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +15% temporal Pinning- +25% Knockbk- +25% ---------- misc Masteries +0.21 Cunning/Poisons Amulets can have magical properties. |
starlit copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% light +11% darkness Blind- +23% Amulets can have magical properties. |
steel amulet 'Noongrinder'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Str +4 Dex dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +15% light ----- def ----- HP.reg +0.80 ---------- misc Max.stam +15.00 Masteries +0.21 Technique/Buckler Training Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. This item has been sent to the Item's Vault. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 23.47 cold and 30.37 physical damage (based on Willpower) each turn and knocking opponents back. Uses 53 power out of 60/60 This azure ring seems to be always moist to the touch. This item has been sent to the Item's Vault. |
copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings can have magical properties. |
steel ring 'Chalagen'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +18% mind +9% blight Melee Ret 8 mind ----- def ----- Resists +12% mind Mind.save +8 (+2 eff.) Rings can have magical properties. |
steel ring 'Dourraider'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% darkness Melee Ret 16 darkness On Hit (Melee): * Slows global speed by 30% * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% acid Max.HP +24.00 Disarm- +28% Pinning- +28% Knockbk- +26% Rings can have magical properties. |
warrior's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +9 (+3 eff.) Apr +8 ----- def ----- Armour +6 Defense +8 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
inquisitor's voratun battleaxe of purging (56-84 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Disrupt Power 56.0 - 84.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 nature On Hit: * 31 arcane resource burn * 25% chance to remove a magical effect On Crit: * burns latent spell energy Massive two-handed battleaxes. |
Gleamenvy (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Disrupt Power 38.0 - 49.4 Light Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +16 mind On Hit: * 19 arcane resource burn On Crit: * burns latent spell energy While equipped: Stats +5 Cun dps ---------- Mind.crit +3% Res.pen +20% light +15% mind ----- def ----- Resists +15% light Mind.save +20 (+5 eff.) ---------- misc Light +2 Sharp, short and deadly. |
voratun dagger of rage (39-50.7 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 39.0 - 50.7 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +10% physical Acc +10 (+3 eff.) ---------- misc Stam/ret +2.00 Sharp, short and deadly. |
arcing voratun longsword of corruption (42.5-59.5 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 lightning On Hit: * 20% chance to inflict 15% damage reduction * 25% chance for lightning to arc to a second target * 20% chance to curse the target Sharp, long, and deadly. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
magewarrior's short dragonbone starstaff of wizardry (30-36 power, 6 apr, temporal element)5.0 T5 staff 1H weapon Reqs Mag 48 [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Mag +6 Wil dps ---------- Phys.crit +10.0% Spell.crit +8% Crit.mult +11.00% Phys.pwr +10 (+3 eff.) Spell.pwr +33 (+3 eff.) Dmg.mod +30% temporal Acc +15 (+4 eff.) ---------- misc Max.mana +109.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
orichalcum trident (54-86.4 power, 16 apr)3.0 T5 trident 2H weapon [Normal] Power 54.0 - 86.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick voratun waraxe of massacre (48.5-67.9 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 48.5 - 67.9 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 111% While equipped: Stats +6 Dex dps ---------- Acc +13 (+4 eff.) One-handed war axes. |
battlemaster's elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Master While equipped: Stats +4 Str +4 Dex +3 Con ----- def ----- Defense +3 (+1 eff.) Spell.save -19 (-7 eff.) ---------- misc Stam/turn +0.40 Mana/turn -0.31 Masteries +0.30 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. |
elven-silk cloak 'Chargecutter' (18 def, 10 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Dmg.mod +6% lightning Acc +34 (+9 eff.) ----- def ----- Armour +10 Defense +18 (+4 eff.) Fatigue -17% Resists +18% lightning +15% cold Phys.save +40 (+11 eff.) Spell.save +31 (+8 eff.) Mind.save +37 (+10 eff.) Die.at -50.00 life Max.HP +110.00 ---------- misc Max.stam +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of voratun boots of disengagement (0 def, 5 armour)3.0 T5 feet armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex ----- def ----- Armour +5 Fatigue +4% Disengage: Puts all charms on 14 cooldown Level 2.6 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of voratun boots of uncanny dodging (6 def, 5 armour)3.0 T5 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Defense +6 (+1 eff.) Rng.Def +7 (+2 eff.) Fatigue +4% HP.reg +5.50 Heal.mod +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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% Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 190.66 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. |
Veloth the hardened leather cap (0 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +6 Dex +2 Cun +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +9 Fatigue +1% Knockbk- +10% ---------- misc See.Invis +6 A cap made of leather. |
thaloren voratun helm of the depths (0 def, 5 armour)3.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +8 Wil ----- def ----- Armour +5 Fatigue +5% Resists +11% blight +24% cold Mind.save +14 (+4 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block)7.0 T4 shield armor [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 120% Str Acc+ +2.5% procs dam / acc Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+3 eff.) Rng.Def +14 (+3 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
quiver of dragonbone arrows (20/20, 52.5-73.5 power, 18 apr)3.0 T5 arrow ammo [Normal] Power 52.5 - 73.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
7 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. |
149 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. |
5 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
10 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. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 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 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 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. |
9 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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. |
6 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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (148 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +5 (+1 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Heal.mod +10% ---------- misc Light +2 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of 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)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. |
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. |
64 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. |
13 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. |
10 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. |
6 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. |
7 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 266.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
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. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
elm totem of thorny skin [power 15] (18 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
forceful yew totem of thorny skin [power 41] (18 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 18 cooldown 100% to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
rushing dragonbone totem of thorny skin [power 76] (18 cooldown)2.0 T5 totem charm [Ego+] Nature While equipped: ---------- misc Talents +3 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 76 and armour hardiness by 70% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of thorny skin [power 19] (21 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 19 and armour hardiness by 30% Puts all charms on 21 cooldown Natural totems are made by powerful wilders to store nature power. |
11 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. |
12 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. |
9 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. |
7 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. |
10 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. |
13 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 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Darkness the Halfling Skirmisher level 29
53rd Dusk 123rd year of Ascendancy at 23:16 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Darkness the Halfling Skirmisher level 45
23rd Haze 124th year of Ascendancy at 01:25 see stats
Against all odds
Killed Ukruk in the ambush.By Darkness the Halfling Skirmisher level 28
52nd Dusk 123rd year of Ascendancy at 05:20 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Darkness the Halfling Skirmisher level 14
10th Haze 122nd year of Ascendancy at 18:54 see stats
Arachnophobia
Destroyed the spydric menace.By Darkness the Halfling Skirmisher level 32
29th Haze 123rd year of Ascendancy at 19:30 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Darkness the Halfling Skirmisher level 38
4th Dusk 124th year of Ascendancy at 18:30 see stats
Brave new world
Went to the Far East and took part in the war.By Darkness the Halfling Skirmisher level 31
23rd Haze 123rd year of Ascendancy at 11:01 see stats
Bringer of Doom
Killed a Bringer of Doom.By Darkness the Halfling Skirmisher level 50
16th Regrowth 125th year of Ascendancy at 05:43 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Darkness the Halfling Skirmisher level 44
61st Dusk 124th year of Ascendancy at 15:20 see stats
Clone War
Destroyed your own Shade.By Darkness the Halfling Skirmisher level 47
6th Decay 124th year of Ascendancy at 03:12 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Darkness the Halfling Skirmisher level 12
37th Dusk 122nd year of Ascendancy at 15:49 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Darkness the Halfling Skirmisher level 30
17th Haze 123rd year of Ascendancy at 12:17 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Darkness the Halfling Skirmisher level 20
6th Pyre 123rd year of Ascendancy at 23:42 see stats
Exterminator
Killed 1000 creatures.By Darkness the Halfling Skirmisher level 17
14th Regrowth 123rd year of Ascendancy at 10:16 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Darkness the Halfling Skirmisher level 20
7th Pyre 123rd year of Ascendancy at 16:35 see stats
Fear me not!
Survived the Fearscape!By Darkness the Halfling Skirmisher level 49
8th Regrowth 125th year of Ascendancy at 17:08 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Darkness the Halfling Skirmisher level 47
75th Haze 124th year of Ascendancy at 15:38 see stats
Fool of a Took!
Killed oneself as a halfling.By Darkness the Halfling Skirmisher level 50
19th Regrowth 125th year of Ascendancy at 08:45 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Darkness the Halfling Skirmisher level 18
18th Regrowth 123rd year of Ascendancy at 06:13 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Darkness the Halfling Skirmisher level 39
27th Dusk 124th year of Ascendancy at 13:08 see stats
Level 10
Got a character to level 10.By Darkness the Halfling Skirmisher level 10
4th Flare 122nd year of Ascendancy at 14:11 see stats
Level 20
Got a character to level 20.By Darkness the Halfling Skirmisher level 20
29th Regrowth 123rd year of Ascendancy at 09:46 see stats
Level 30
Got a character to level 30.By Darkness the Halfling Skirmisher level 30
7th Haze 123rd year of Ascendancy at 22:25 see stats
Level 40
Got a character to level 40.By Darkness the Halfling Skirmisher level 40
36th Dusk 124th year of Ascendancy at 05:47 see stats
Level 50
Got a character to level 50.By Darkness the Halfling Skirmisher level 50
11st Regrowth 125th year of Ascendancy at 12:28 see stats
Orcrist
Killed the leaders of the Orc Pride.By Darkness the Halfling Skirmisher level 46
73rd Haze 124th year of Ascendancy at 12:23 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Darkness the Halfling Skirmisher level 14
79th Haze 122nd year of Ascendancy at 09:00 see stats
Selfless
Won ToME by closing the Void portal using yourself as a sacrifice.By Darkness the Halfling Skirmisher level 50
19th Regrowth 125th year of Ascendancy at 08:45 see stats
Size is everything
Did over 1500 damage in one attack.By Darkness the Halfling Skirmisher level 37
8th Flare 124th year of Ascendancy at 11:08 see stats
Size matters
Did over 600 damage in one attack.By Darkness the Halfling Skirmisher level 18
23rd Regrowth 123rd year of Ascendancy at 01:57 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Darkness the Halfling Skirmisher level 31
17th Haze 123rd year of Ascendancy at 14:21 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Darkness the Halfling Skirmisher level 50
19th Regrowth 125th year of Ascendancy at 08:43 see stats
The Arena
Unlocked Arena mode.By Darkness the Halfling Skirmisher level 6
79th Pyre 122nd year of Ascendancy at 08:02 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Darkness the Halfling Skirmisher level 46
73rd Haze 124th year of Ascendancy at 05:29 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Darkness the Halfling Skirmisher level 23
38th Pyre 123rd year of Ascendancy at 04:14 see stats
The bigger the better!
Did over 3000 damage in one attack.By Darkness the Halfling Skirmisher level 43
57th Dusk 124th year of Ascendancy at 01:32 see stats
The secret city
Discovered the truth about mages.By Darkness the Halfling Skirmisher level 10
2nd Dusk 122nd year of Ascendancy at 02:25 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Darkness the Halfling Skirmisher level 16
12nd Regrowth 123rd year of Ascendancy at 22:20 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Darkness the Halfling Skirmisher level 33
25th Regrowth 124th year of Ascendancy at 04:23 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Darkness the Halfling Skirmisher level 23
37th Pyre 123rd year of Ascendancy at 07:29 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Darkness the Halfling Skirmisher level 29
59th Dusk 123rd year of Ascendancy at 14:17 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Darkness the Halfling Skirmisher level 21
7th Pyre 123rd year of Ascendancy at 20:17 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Darkness the Halfling Skirmisher level 27
48th Dusk 123rd year of Ascendancy at 22:36 see stats
Log
Darkness hits Argoniel for 30 arcane, 5 nature, 11 fire, 13 mind (59 total damage).
Darkness uses Kneecapper.
Darkness's Kneecapper performs a ranged critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Darkness is invigorated by the attack!
Talent Infusion: Heroism is ready to use.
Talent Evasion is ready to use.
Acid Splash from Argoniel hits Darkness for (9 antimagic), 0 acid (0 total damage).
Bleeding from Argoniel hits Darkness for 6 physical damage.
Darkness's Kneecapper hits Argoniel for 824 physical damage.
Darkness's Kneecapper killed Argoniel!
Personal New Achievement: Fool of a Took!!
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
Saving done.
Darkness deactivates Crippling Poison.
Darkness deactivates Insidious Poison.
Darkness stops bleeding.
Darkness deactivates Trained Reactions.
Darkness is free from the acid.
Darkness deactivates Wild Growth.
Darkness deactivates Antimagic Shield.
Darkness overcomes the gloom.
Darkness deactivates Apply Poison.
Darkness is no longer attuned.









































































































































