
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. 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 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 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.
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 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. 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Brawler |
Level / Exp | 50 / 2510% |
Size | huge |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 140 (base 60) |
Dexterity | 107 (base 63) |
Constitution | 108 (base 41) |
Magic | 44 (base 16) |
Willpower | 50 (base 15) |
Cunning | 104 (base 62) |
Resources
Life | 948/1812 |
Mana | 434/434 |
Stamina | 400/400 |
Healing Factor | 1.5288745208056 |
Regeneration | 12.456258612267 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 6 |
See Stealth | 82.008794545935 |
See Invisible | 97.008794545935 |
Offense: Barehand
Damage | 211 |
Accuracy | 62 |
Crit Chance | 95% |
APR | 84 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 52% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Blight | -27% |
Arcane | -15% |
Cold | +7% |
All | -30% |
Lightning | +18% |
Temporal | 0% |
Physical | +74% |
Fire | -8% |
Nature | -27% |
Offense: Damage Penetration
Physical | +46% |
Mind | +29% |
Temporal | +29% |
Blight | +19% |
Arcane | +29% |
Cold | +54% |
All | +14% |
Defense: Base
Armour (hardiness) | -64.042386770566 (100%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 73 |
Spell Save | 50 |
Mental Save | 42 |
Defense: Resistances
Acid | + 53%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 50%( 70%) |
All | + 10%( 70%) |
Lightning | + 27%( 70%) |
Light | + 10%( 70%) |
Temporal | + 15%( 70%) |
Physical | + 34%( 70%) |
Fire | + 57%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 45% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 36% |
Silence Resistance | 40% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 46 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 60 up to 6 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 37 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 3 turns and blocking 137 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 Constitution stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 40 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 37 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 34 up to 9 times. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 55 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. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Finishing moves | 1.93 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Grappling | 1.60 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Pugilism | 1.93 |
| 2/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Unarmed discipline | 1.60 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Unarmed training | 1.60 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.60 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Trained Reactions |
talent | Exploit Weakness |
talent | Premonition |
talent | Chant of Fortress |
talent | Striking Stance |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 28% feedback damage from all damage done. Empathic Hex |
detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
detrimental effect | The target is cursed, reducing all damage done by 32%. Curse of Impotence |
beneficial effect | Countering melee attacks: Has a 60% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
detrimental effect | The target is hexed. Each time it uses an ability it takes 206.51 fire damage, and talent cooldowns are increased by 124% plus 1 turn. Burning Hex |
detrimental effect | The target has been splashed with acid, taking 68.40 acid damage per turn, reducing armour by 93 and attack by 81. Acid Splash |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
beneficial effect | Reduces acid damage received by 17%. Premonition Shield |
detrimental effect | The target is cursed, taking 159.87 darkness damage per turn and preventing natural life regeneration. Curse of Death |
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 again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Zubiba the forest wight. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
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 Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * 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: 2476. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed vial of squid ink. * You've found the needed length of troll intestine. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found out that because the ritual was constructed to make you appear as human, it failed to bind you to the Necromancer. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +10 Str +8 Con dps ---------- Dmg.mod +18% lightning +9% physical Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +5 Fatigue +4% Resists +6% lightning Silence- +40% Confus- +50% Stun/Frz- +45% ---------- misc Stam/turn +0.90 Max.stam +33.00 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +5 Str +12 Dex +11 Cun dps ---------- Phys.crit +17.0% Spell.crit +16% Mind.crit +20% Crit.mult +8.00% Acc +9 (+2 eff.) Apr +13 On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +3% nature +24% fire Phys.save +9 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 147% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +18 Apr +24 Crit +36.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: 10% Set Up 5 On Crit: 20% Cripple 5 Steady Shot: Puts all charms on 15 cooldown Level 5.9 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 187% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag +2 Wil +2 Con dps ---------- Dmg.mod +12% physical Res.pen +5% blight ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +4% Resists +11% fire +11% cold Crit.chn- 10.00% Die.at -40.00 life ---------- misc See.Invis +18 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+10 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 | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Master While equipped: Stats +10 Dex +8 Cun +7 Con dps ---------- Crit.mult +20.00% Mov.spd +10% Dmg.mod +12% arcane Res.pen +15% arcane Acc +9 (+2 eff.) Apr +19 On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Fatigue -9% Resists +12% nature +5% arcane HP.reg +3.00 ---------- misc Stam/turn +1.50 Masteries +0.33 Technique/Finishing moves +0.33 Technique/Pugilism Amulets make your neck look great! |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Str +13 Mag +11 Wil dps ---------- Dmg.mod +23% acid +30% temporal +30% lightning +37% cold +3% blight +22% fire +3% arcane +60% physical Res.pen +10% temporal +14% physical ----- def ----- Resists +19% acid +20% physical +13% lightning +9% blight +17% fire +33% cold +15% all Anom.red +14 ---------- misc Mana/turn +0.08 Mana/s.crit +1.00 Vim/s.crit +2.07 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +19.00% Phys.pwr +9 (+1 eff.) Res.pen +5% temporal +25% cold +14% all Apr +13 ----- def ----- Resists +6% temporal Blind- +36% Confus- +29% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +12 See.Stealth +18 See.Invis +15 Track: Puts all charms on 29 cooldown Level 5.5 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +7 Mag +6 Wil +9 Con dps ---------- Phys.crit +4.0% Spell.crit +7% Phys.pwr +4 (+0 eff.) Dmg.mod +3% nature ----- def ----- Defense +3 (+1 eff.) Fatigue -7% Resists +3% nature Phys.save +14 (+3 eff.) Die.at -60.00 life Max.HP +100.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Master While equipped: Stats +7 Cun +5 Wil dps ---------- Phys.pwr +12 (+2 eff.) Dmg.mod +18% acid +25% physical Res.pen +18% physical +15% cold Against +36% Summoned ----- def ----- Resists +12% acid D.Red.from +45% Summoned Spell.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Inventory
![]() 0.4 potion [Unique] Unknown Quaff phial's content. Impawssible?! |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 44 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 40 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 44 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 465 damage for 6 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 46 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 238 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 42 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 712 damage for 5 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 48 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 601 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +1 Mag dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% fire Melee Ret 4 fire ----- def ----- Resists +20% light +21% darkness +16% mind Spell.save +6 (+2 eff.) Blind- +49% Confus- +44% ---------- misc Mana/s.crit +2.00 Infravis +5 Sight +2 See.Invis +6 Amulets make your neck look great! |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 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... |
![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +9 (+1 eff.) Phys.spd +10% Dmg.mod +8% physical Acc +8 (+2 eff.) Apr +16 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +18% lightning Stun/Frz- +30% ---------- misc Masteries +0.29 Technique/Pugilism +0.29 Technique/Grappling Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +12% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Phys.crit +1.0% Crit.mult +10.00% Mind.pwr +7 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +23% light +26% darkness Phys.save +3 (+0 eff.) Mind.save +6 (+2 eff.) Blind- +47% Confus- +14% Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Mind.crit +7% ----- def ----- Resists +9% fire Mind.save +13 (+5 eff.) Confus- +44% ---------- misc Equi/ret +0.32 Hate/m.crit +5.17 Max.hate +10.34 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +9% arcane ----- def ----- Resists +5% arcane +15% lightning Phys.save +19 (+4 eff.) Die.at -82.75 life Blind- +50% Stun/Frz- +21% ---------- misc Vim/s.crit +2.07 Max.vim +50.00 Infravis +6 See.Stealth +21 See.Invis +25 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Master While equipped: Stats +12 Str +8 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +25% lightning Acc +11 (+2 eff.) Apr +12 ----- def ----- Armour +10 Defense +11 (+3 eff.) Resists +6% acid +9% temporal +3% darkness Disengage: Puts all charms on 8 cooldown Level 5.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 7 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 207% 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 make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Wil dps ---------- Phys.pwr +34 (+6 eff.) Spell.pwr +34 (+14 eff.) Mind.pwr +33 (+11 eff.) S.pwr/crit +2 Dmg.mod +3% darkness +8% all Res.pen +10% arcane ----- def ----- Resists +3% darkness +3% cold Mind.save +20 (+7 eff.) ---------- misc Mana/turn +0.24 Max.mana +20.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +7 Cun dps ---------- Mind.crit +3% On Hit (Melee): * 20% chance to slow global speed by 55% * 20 arcane resource burn ----- def ----- Resists +9% nature HP.reg +5.00 Stun/Frz- +27% ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 82.51 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 24 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Mag +8 Wil +3 Cun dps ---------- Spell.pwr +6 (+3 eff.) Res.pen +20% cold ----- def ----- Armour +4 Defense +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 3.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 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 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 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. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con 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 4 tidal wave that expands slowly over 7 turns, dealing 15.60 cold and 25.41 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 44 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +4 (+1 eff.) Resists +20% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +10 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +6% acid +6% mind ----- def ----- Resists +12% acid ---------- misc Max.hate +6.00 Light +3 Rings make your fingers look great! |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +10 Dex dps ---------- Dmg.mod +15% blight +15% physical Apr +2 ----- def ----- Resists +9% fire +11% cold ---------- misc Max.stam +20.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +5 Dex +12 Wil +12 Cun dps ---------- Phys.crit +14.0% Mind.crit +13% Dmg.mod +15% temporal Against +38% Summoned ----- def ----- Resists +12% temporal D.Red.from +40% Summoned Mind.save +10 (+4 eff.) Max.HP +108.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Resists +3% darkness +9% light +6% nature Spell.save +9 (+3 eff.) Max.HP +40.00 Poison- +20% Silence- +20% Confus- +10% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Phys.pwr +9 (+1 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +18% darkness +9% temporal ----- def ----- Armour +12 Defense +13 (+3 eff.) Phys.save +22 (+5 eff.) Spell.save +14 (+4 eff.) Mind.save +11 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Psionic While equipped: Stats +6 Wil ----- def ----- Mind.save +9 (+3 eff.) Max.HP +92.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +6% arcane Melee Ret 2 arcane On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +6 Defense +7 (+2 eff.) Resists +3% nature Phys.save +13 (+3 eff.) Spell.save +8 (+2 eff.) Max.HP +42.00 ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +4 (+0 eff.) ----- def ----- Resists +5% light +6% darkness Spell.save +5 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +5 Wil ----- def ----- Armour +8 Defense +14 (+4 eff.) Resists +20% blight +3% cold +13% nature +9% light Phys.save +15 (+3 eff.) Spell.save +39 (+12 eff.) Mind.save +25 (+9 eff.) HP.reg +6.00 Heal.mod +20% Cut- +20% Silence- +20% Confus- +20% ---------- misc Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +3 Mag +1 Wil dps ---------- Dmg.mod +6% acid ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness Max.HP +33.00 ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Con ----- def ----- Defense +2 (+1 eff.) Spell.save +13 (+4 eff.) Mind.save +8 (+3 eff.) ---------- misc Stam/turn +0.70 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. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +6% fire Max.HP +32.00 ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Master While equipped: Stats +3 Str +2 Con dps ---------- Crit.mult +11.00% Acc +6 (+1 eff.) Apr +8 ----- def ----- Defense +2 (+1 eff.) Phys.save +9 (+2 eff.) Stealth +7 Max.HP +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +5 Wil +2 Con dps ---------- Dmg.mod +15% lightning +10% physical +6% darkness +10% cold Apr +2 ----- def ----- Armour +4 Resists +8% lightning +12% darkness +8% cold +6% acid +9% all Phys.save +9 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 92.08 to 115.10 physical damage (based on Willpower and Cunning) with knockback. Uses 8 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+6 eff.) Mind.save +15 (+5 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. |
![]() 2.0 T5 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +20% physical +12% cold ----- def ----- Resists +20% physical +6% fire +16% blight +18% cold +5% arcane +15% all Mind.save +6 (+2 eff.) Max.HP +42.00 HP.reg +1.50 Heal.mod +16% ---------- misc Max.psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +7 (+2 eff.) Dmg.mod +12% darkness +21% physical Res.pen +7% darkness +10% physical ----- def ----- Resists +17% blight +15% all Max.HP +63.00 HP.reg +3.60 Heal.mod +16% ---------- misc Max.hate +7.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +7% all Phys.save +15 (+3 eff.) Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 37 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil +3 Cun +2 Con dps ---------- Melee Ret 6 mind ----- def ----- Armour +3 Fatigue +2% Resists +3% mind +2% physical Phys.save +6 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+2 eff.) Die.at -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Random Unique] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.crit +2% ----- def ----- Armour +3 Defense +10 (+3 eff.) Resists +3% lightning +6% mind Silence- +28% Confus- +29% Stun/Frz- +39% ---------- misc Mana/turn +0.18 Max.mana +20.00 Blink to a nearby random location (rad 7) Puts all charms on 19 cooldown A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Dex +4 Wil +4 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% arcane Res.pen +5% light +7% physical ----- def ----- Armour +3 Defense +6 (+2 eff.) Resists +15% light Silence- +29% Confus- +29% Stun/Frz- +38% ---------- misc Light +1 Blindside: Puts all charms on 19 cooldown Level 3.5 Pwr.cost 19 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 40 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Crit.mult +20.00% Mind.pwr +10 (+3 eff.) Dmg.mod +7% physical Res.pen +15% light ----- def ----- Armour +3 ---------- misc Psi/ret +0.16 Size +1 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Silence- +25% Confus- +29% Stun/Frz- +28% Rush: Puts all charms on 19 cooldown Level 7.2 Pwr.cost 19 out of 25/25. Range 11 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +3 Mag +7 Cun +2 Con dps ---------- Melee+ 13 temporal Ranged+ 10 temporal Dmg.mod +10% temporal Acc +16 (+4 eff.) Apr +5 ----- def ----- Armour +3 Resists +10% temporal Phys.save +8 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +25% ---------- misc Light +2 See.Invis +9 Unarmed combat: Power 131% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +18 Apr +13 Crit +5.0% Atk.spd 125% On Hit: 15% Perfect Strike 5 On Hit: 10% Perfect Control 5 On Hit: * 11% chance to gain 10% of a turn (3/turn limit) Steady Shot: Puts all charms on 15 cooldown Level 5.9 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 187% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 129% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 105% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 5.5 Pwr.cost 12 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+5 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 149% Range: 1.4x Uses 40% Cun, 40% Str, 10% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 100% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 5.5 Pwr.cost 22 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 68.21 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 100% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Mag +4 Wil dps ---------- Phys.pwr +19 (+3 eff.) Melee+ 11 acid Dmg.mod +6% acid Res.pen +5% arcane Phasing +10% Melee Ret 6 cold ----- def ----- Armour +2 Fatigue +3% Resists +7% acid Unarmed combat: Power 139% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +8 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +4 Str +2 Dex +2 Cun dps ---------- Phys.pwr +11 (+2 eff.) ----- def ----- Armour +2 Phys.save +7 (+1 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 123% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +9.0% Atk.spd 125% On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Dex dps ---------- Acc +14 (+3 eff.) ----- def ----- Armour +8 Fatigue +5% Mind.save +15 (+5 eff.) Max.HP +62.00 Unarmed combat: Power 147% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +14 Apr +15 Crit +19.0% Atk.spd 100% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +7 Mag +4 Wil dps ---------- Spell.pwr +9 (+4 eff.) Melee+ 5 arcane Dmg.mod +9% arcane ----- def ----- Armour +7 Fatigue +5% Resists +4% arcane Mind.save +15 (+5 eff.) Max.HP +57.00 Unarmed combat: Power 147% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +10.0% Atk.spd 100% Melee+ +11 arcane On Hit: 10% Battle Shout 5 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 101% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 5 nature Dmg.mod +3% nature ----- def ----- Armour +1 Fatigue +1% Resists +5% nature Unarmed combat: Power 109% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Crit.r2 +5 nature On Hit: 10% Venomous Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 90% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 5 physical Dmg.mod +6% physical ----- def ----- Armour +8 Fatigue +3% Unarmed combat: Power 128% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +5 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 11 physical Dmg.mod +3% physical ----- def ----- Armour +7 Fatigue +3% Unarmed combat: Power 130% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +8 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +3% arcane +3% temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% temporal Unarmed combat: Power 101% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +5 arcane On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Acc +15 (+3 eff.) Apr +2 ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+2 eff.) ---------- misc Max.stam +10.00 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +15 Str +8 Dex +9 Cun +12 Con dps ---------- Melee Ret 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +22% cold Crit.chn- 5.00% ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +4.0% Crit.mult +5.00% Res.pen +15% physical Acc +15 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +12% nature A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% cold +15% fire +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Spell.crit +5% Mind.crit +3% Spell.pwr +5 (+2 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +20% darkness +14% physical Res.pen +10% darkness +20% acid Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Defense +3 (+1 eff.) Resists +9% acid +17% physical +17% darkness ---------- misc Mana/turn +0.30 Max.hate +11.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+5 eff.) Mind.pwr +15 (+5 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +7 Mag +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +10% lightning Phasing +20% Melee Ret 6 lightning ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +5% Resists +12% lightning +10% temporal +6% all Phys.save +9 (+2 eff.) A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +17 Cun +7 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +12% light +29% cold Res.pen +10% light +10% nature Melee Ret 10 light ----- def ----- Defense +3 (+1 eff.) Resists +30% cold Mind.save +15 (+5 eff.) ---------- misc Light +2 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +7% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+0 eff.) Resists +15% light A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +9 Str +8 Dex +7 Cun +17 Con ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 3.0 T5 arrow ammo [Rare] Arcane Power 162% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +29 Crit +8.0% Capacity 23 Proj.spd +272% Phasing +41% Ranged+ +27 blight +27 physical On Hit.r1 +24 physical On Crit.r2 +27 physical On Hit: * 36% chance to reduce strength, dexterity, and constitution by 18 While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 37 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2023/2023 A set of 2023 tiny explosive spheres. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
![]() 0.0 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. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 73 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% cold ----- def ----- Resists +2% physical Die.at -40.00 life Max.HP +42.00 Silence- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Equi/ret +0.12 Light +3 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Str +5 Dex dps ---------- Res.pen +20% light Acc +15 (+3 eff.) ----- def ----- Max.HP +45.00 ---------- misc Stam/turn +3.00 Light +3 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. |
![]() 0.0 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 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 58 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 3, doing 20.28 cold damage and 33.04 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +6 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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 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. |
![]() 0.0 T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +9 Wil +7 Mag dps ---------- Phys.crit +3.0% Crit.mult +16.00% Phys.pwr +10 (+2 eff.) Spell.pwr +14 (+7 eff.) Mind.pwr +20 (+7 eff.) Res.pen +5% mind ----- def ----- Resists +6% darkness Blind- +42% Confus- +23% ---------- misc Max.psi +20.00 Light +12 See.Stealth +25 See.Invis +25 Track: Puts all charms on 29 cooldown Level 6.5 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 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. |
![]() 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. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
![]() 2.0 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +1% Phasing +10% Melee Ret 4 temporal ----- def ----- Spell.save +9 (+3 eff.) Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 19 cooldown 100% to heal for 39. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +2 Wil +3 Mag dps ---------- S.pwr/crit +6 Dmg.mod +9% arcane Res.pen +10% darkness ---------- misc Mana/turn +0.08 Heal yourself and all friendly characters within 10 spaces for 392 Puts all charms on 11 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical Acc +10 (+2 eff.) Apr +6 ----- def ----- Armour +8 Resists +6% temporal ---------- misc Max.vim +20.00 Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +12% physical Res.pen +15% lightning Apr +5 ----- def ----- Resists +18% lightning Phys.save +18 (+4 eff.) Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 11 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Resists +9% blight Harden the skin for 7 turns increasing armour by 79 and armour hardiness by 70% Puts all charms on 15 cooldown 100% to heal for 80. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +6% acid Mind.save +9 (+3 eff.) Disease- +10% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 11 cooldown 100% to heal for 33. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 Shadow Garden the Skeleton Brawler level 34
3rd Decay 122nd year of Ascendancy at 13:50 see stats
By Shadow Garden the Skeleton Brawler level 50
80th Haze 123rd year of Ascendancy at 23:46 see stats
By Shadow Garden the Skeleton Brawler level 33
1st Decay 122nd year of Ascendancy at 11:33 see stats
By Shadow Garden the Skeleton Brawler level 50
76th Haze 123rd year of Ascendancy at 01:56 see stats
By Shadow Garden the Skeleton Brawler level 37
2nd Allure 123rd year of Ascendancy at 21:28 see stats
By Shadow Garden the Skeleton Brawler level 44
67th Pyre 123rd year of Ascendancy at 07:37 see stats
By Shadow Garden the Skeleton Brawler level 10
7th Flare 122nd year of Ascendancy at 19:20 see stats
By Shadow Garden the Skeleton Brawler level 49
78th Dusk 123rd year of Ascendancy at 10:52 see stats
By Shadow Garden the Skeleton Brawler level 35
1st Wintertide 123rd year of Ascendancy at 04:35 see stats
By Shadow Garden the Skeleton Brawler level 42
41st Pyre 123rd year of Ascendancy at 03:01 see stats
By Shadow Garden the Skeleton Brawler level 30
70th Haze 122nd year of Ascendancy at 15:13 see stats
By Shadow Garden the Skeleton Brawler level 27
50th Haze 122nd year of Ascendancy at 09:15 see stats
By Shadow Garden the Skeleton Brawler level 50
8th Allure 124th year of Ascendancy at 14:54 see stats
By Shadow Garden the Skeleton Brawler level 22
23rd Haze 122nd year of Ascendancy at 19:18 see stats
By Shadow Garden the Skeleton Brawler level 27
50th Haze 122nd year of Ascendancy at 14:45 see stats
By Shadow Garden the Skeleton Brawler level 50
3rd Allure 124th year of Ascendancy at 14:55 see stats
By Shadow Garden the Skeleton Brawler level 49
78th Dusk 123rd year of Ascendancy at 14:04 see stats
By Shadow Garden the Skeleton Brawler level 44
11st Dusk 123rd year of Ascendancy at 07:03 see stats
By Shadow Garden the Skeleton Brawler level 50
76th Haze 123rd year of Ascendancy at 05:41 see stats
By Shadow Garden the Skeleton Brawler level 10
7th Flare 122nd year of Ascendancy at 19:18 see stats
By Shadow Garden the Skeleton Brawler level 20
73rd Dusk 122nd year of Ascendancy at 02:15 see stats
By Shadow Garden the Skeleton Brawler level 30
68th Haze 122nd year of Ascendancy at 23:48 see stats
By Shadow Garden the Skeleton Brawler level 40
37th Regrowth 123rd year of Ascendancy at 23:39 see stats
By Shadow Garden the Skeleton Brawler level 50
78th Dusk 123rd year of Ascendancy at 14:04 see stats
By Shadow Garden the Skeleton Brawler level 41
8th Pyre 123rd year of Ascendancy at 18:30 see stats
By Shadow Garden the Skeleton Brawler level 50
2nd Allure 124th year of Ascendancy at 01:23 see stats
By Shadow Garden the Skeleton Brawler level 49
76th Dusk 123rd year of Ascendancy at 23:07 see stats
By Shadow Garden the Skeleton Brawler level 21
17th Haze 122nd year of Ascendancy at 11:06 see stats
By Shadow Garden the Skeleton Brawler level 50
10th Haze 123rd year of Ascendancy at 17:02 see stats
By Shadow Garden the Skeleton Brawler level 41
8th Pyre 123rd year of Ascendancy at 18:44 see stats
By Shadow Garden the Skeleton Brawler level 25
38th Haze 122nd year of Ascendancy at 12:56 see stats
By Shadow Garden the Skeleton Brawler level 22
21st Haze 122nd year of Ascendancy at 22:20 see stats
By Shadow Garden the Skeleton Brawler level 36
1st Wintertide 123rd year of Ascendancy at 10:17 see stats
By Shadow Garden the Skeleton Brawler level 50
8th Allure 124th year of Ascendancy at 14:53 see stats
By Shadow Garden the Skeleton Brawler level 6
7th Mirth 122nd year of Ascendancy at 20:36 see stats
By Shadow Garden the Skeleton Brawler level 50
1st Allure 124th year of Ascendancy at 23:57 see stats
By Shadow Garden the Skeleton Brawler level 50
8th Allure 124th year of Ascendancy at 14:54 see stats
By Shadow Garden the Skeleton Brawler level 40
43rd Regrowth 123rd year of Ascendancy at 11:20 see stats
By Shadow Garden the Skeleton Brawler level 5
3rd Mirth 122nd year of Ascendancy at 11:15 see stats
By Shadow Garden the Skeleton Brawler level 38
24th Regrowth 123rd year of Ascendancy at 01:41 see stats
By Shadow Garden the Skeleton Brawler level 20
75th Dusk 122nd year of Ascendancy at 10:05 see stats
By Shadow Garden the Skeleton Brawler level 15
34th Dusk 122nd year of Ascendancy at 20:25 see stats
By Shadow Garden the Skeleton Brawler level 33
80th Haze 122nd year of Ascendancy at 18:28 see stats
Log
Argoniel is less vulnerable.
Argoniel is cured!
Argoniel lessens the pain.
--------------------------------
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Shadow Garden damages himself through Martyrdom!
Shadow Garden hits Argoniel for 228 physical damage.
Argoniel hits Shadow Garden for (43 flat reduction), 0 physical (0 total damage).
Shadow Garden aims less carefully.
Talent Spinning Backhand is ready to use.
Shadow Garden killed Argoniel!
High Sun Paladin Aeryn receives 9 healing from Shield of Light.
Acid Splash from Argoniel hits Shadow Garden for (32 flat reduction), 0 acid (0 total damage).
Curse of Death from Argoniel hits Shadow Garden for (69 flat reduction), 75 darkness (75 total damage).
Wretchling's acid area effect hits Shadow Garden for (18 flat reduction), 0 acid (0 total damage).
Wretchling's acid area effect hits High Sun Paladin Aeryn for 32 acid damage.
Shield of Light hits High Sun Paladin Aeryn for 9 healing, 9 healing (0 total damage) [17 healing].
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 104 acid damage.
Burning from Argoniel hits High Sun Paladin Aeryn for 102 fire damage.
--------------------------------
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Adventure) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Adventure) difficulty)!
Saving game...
Saving done.