
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Easy Map v2 1.6.0Description 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: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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. 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 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.
Display class 1.7.0Display class icon on top off enemies Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 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: 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 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. 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 Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. 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 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. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Drem |
| Class | Arcane Blade |
| Level / Exp | 50 / 2216% |
| Size | medium |
| Lifes / Deaths | Killed by Cyranne the stone troll at level 38 on the 15th Gold 123rd year of Ascendancy at 11:08 4 / 3Killed by corrupted patchwork troll at level 38 on the 16th Gold 123rd year of Ascendancy at 05:20 Killed by Thunder God Cid's Temporal Clone at level 50 on the 20th Profit 123rd year of Ascendancy at 00:30 |
Primary Stats
| Strength | 101 (base 44) |
| Dexterity | 91 (base 50) |
| Constitution | 34 (base 11) |
| Magic | 157 (base 64) |
| Willpower | 52 (base 14) |
| Cunning | 113 (base 65) |
Resources
| Life | 1427/1446 |
| Mana | 477/501 |
| Stamina | 320/332 |
| Vim | 266/266 |
| Healing Factor | 1.285336564623 |
| Regeneration | 0.32133414115575 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41.20512205326% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 10 |
| See Stealth | 63.076511459668 |
| See Invisible | 72.076511459668 |
Offense: Mainhand
| Damage | 191 |
| Accuracy | 69 |
| Crit Chance | 69% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 49 |
| Accuracy | 69 |
| Crit Chance | 70% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 94 |
| Crit Chance | 72% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +41% |
| Blight | +31% |
| Arcane | +61% |
| Cold | +45% |
| All | +16% |
| Lightning | +164% |
| Light | +26% |
| Fire | +88% |
| Physical | +30% |
Offense: Damage Penetration
| Lightning | +62% |
| Blight | +35% |
| Arcane | +35% |
| Physical | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 32.999999999999 (50.65183292883%) |
| Defense | 86 |
| Ranged Defense | 94 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 57 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 49%( 70%) |
| All | + 32%( 70%) |
| Darkness | + 39%( 70%) |
| Light | + 53%( 70%) |
| Temporal | + 42%( 70%) |
| Physical | + 41%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 49%( 70%) |
| Mind | + 55%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Silence Resistance | 94% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 73% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1485 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 300 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1800% for 10 turns (238 total) and instantly restoring 90 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 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 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1353 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vile life | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Chant of Fortress |
| talent | Thunderstorm |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Elemental Discord |
| talent | Shielding |
| talent | Fiery Hands |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Cyrora the storm drake. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Gonor the large brown snake. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Isagann the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Nature While equipped: Stats +2 Dex +6 Mag +8 Wil +2 Cun dps ---------- Spell.crit +4% Dmg.mod +15% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 38 ----- def ----- Armour +5 Resists +14% lightning +15% temporal Silence- +43% Confus- +42% Stun/Frz- +36% ---------- misc Mana/turn +0.43 Max.mana +42.00 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(109 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+4 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)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 (+2 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 83% 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. |
| Tool | Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +10% physical Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +50.00 ---------- misc Masteries +0.20 Race/Dwarf While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.2 Pwr.cost 26 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 119.38 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. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
| On fingers | Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.4 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 411.13 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| On fingers | Blazevalor the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +7 Con dps ---------- Phys.crit +2.0% Crit.mult +10.00% Dmg.mod +15% lightning Res.pen +10% blight Acc +15 (+4 eff.) Melee Ret 6 lightning ----- def ----- Blind- +37% ---------- misc Infravis +4 See.Stealth +16 See.Invis +12 Rings make your fingers look great! |
| Around neck | Crackleumbra the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +9 Str dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning ----- def ----- Resists +24% mind Spell.save +19 (+6 eff.) Blind- +36% Disease- +10% Silence- +21% Confus- +50% ---------- misc Infravis +6 Sight +2 See.Invis +13 Amulets make your neck look great! |
| In main hand | Spellblade (161% power, 0 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 162% Range: 1.4x Uses 20% Mag, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +8 Mag dps ---------- Spell.crit +9% Spell.pwr +25 (+5 eff.) Dmg.mod +30% lightning +30% fire +30% arcane ---------- misc Light +1 On Spell Hit: 12% Lightning 5 On Spell Hit: 12% Flame 5 On Spell Hit: 12% Manathrust 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
| Around waist | Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
| In off hand | elemental dwarven-steel dagger (120% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 143 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +12% lightning Sharp, short and deadly. |
| Cloak | Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+6 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Main armor | The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Inventory
Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the duelist (die at -775; dur 7; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -775 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 786 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -900; dur 6; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -900 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 913 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 743%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 743% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 514; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, cold, physical, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 cold, 2 physical, 3 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 8; phase 32; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 12 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 32%, your defense is increased by 32 and all your resistances by 32%. 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. |
blink rune of the wizard (range 11; phase 38; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 11 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 11 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 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 884; dur 5; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 884 damage for 5 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. |
shielding rune of the wizard (absorb 874; dur 6; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 874 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 34; blocks 7; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 7 times. 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Belulaith the Blizzardkarma0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% lightning Res.pen +5% physical ----- def ----- Resists +2% physical +9% cold Die.at -60.00 life ---------- misc Masteries +0.22 Spell/Earth Amulets make your neck look great! |
Daneth's Neckguard2.0 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. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 779 strength, based on Magic) for 6 turns. Uses 21 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Naturemaim the stralite amulet0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +13.00% Spell.pwr +9 (+2 eff.) Dmg.mod +10% blight +10% fire +3% nature Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 62% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% nature ---------- misc Masteries +0.33 Technique/Combat veteran +0.63 Cunning/Dirty fighting +0.30 Technique/Combat training Amulets make your neck look great! |
Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
steel amulet 'Sparkslice'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Lck dps ---------- Dmg.mod +6% lightning +3% darkness Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Defense +5 (+1 eff.) Resists +3% lightning +6% physical Phys.save +11 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +11 (+2 eff.) Unseen.red 11% ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Boltcrack the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +11% fire Res.pen +5% lightning +10% fire +10% darkness ----- def ----- Resists +6% lightning +31% fire Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Gugrim0.1 T3 ring jewelry [Random Unique] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +11% lightning +13% cold +3% physical ----- def ----- Defense +10 (+2 eff.) Resists +22% lightning +26% cold +12% temporal Max.HP +46.00 HP.reg +12.00 Heal.mod +13% Rings make your fingers look great! |
Hymadur0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Mag dps ---------- Res.pen +15% blight ----- def ----- Resists +21% lightning +4% physical Mind.save +10 (+2 eff.) Confus- +38% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Ring of the War Master0.1 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. |
Velykira the Winterquarry0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +10 Cun dps ---------- Mind.pwr +39 (+10 eff.) Dmg.mod +21% lightning +12% cold +12% mind Res.pen +33% mind +25% cold ----- def ----- Mind.save +15 (+3 eff.) Confus- +46% Rings make your fingers look great! |
Xulrana the Frigidburst0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag +5 Wil +4 Cun dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +6% cold Melee Ret 10 cold ----- def ----- Max.HP +22.00 Disarm- +29% Pinning- +27% Knockbk- +20% Rings make your fingers look great! |
Yvavea the Frostviper0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +25% cold On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +9% light +15% cold Spell.save +12 (+4 eff.) Max.HP +44.00 Disease- +20% Disarm- +44% Pinning- +42% Knockbk- +40% Rings make your fingers look great! |
painweaver's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +8 (+1 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +5% all ----- def ----- Max.HP +64.00 HP.reg +10.00 Heal.mod +14% Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+1 eff.) Rings make your fingers look great! |
savage's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Con ----- def ----- Spell.save +20 (+6 eff.) Max.HP +100.00 HP.reg +20.00 Heal.mod +19% ---------- misc Max.stam +35.00 Rings make your fingers look great! |
savior's gold ring of misery0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 10 physical Ranged+ 11 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 34 On Hit (Ranged): * 12% chance to reduce all saves and defense by 34 ----- def ----- Phys.save +6 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +6 (+1 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
solipsist's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Max.HP +55.00 HP.reg +9.00 Heal.mod +10% Rings make your fingers look great! |
elemental steel battleaxe of corruption (127% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Arcane Power 127% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Impotence 2 On Hit: * Create an explosion dealing 143 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +7% cold Res.pen +12% cold Massive two-handed battleaxes. |
Durydoldir the voratun dagger (146% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 147% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Phasing +30% On Crit.r2 +13 acid +19 nature On Hit: * 20 arcane resource burn * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Deals 98 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% physical Res.pen +13% acid +12% nature Apr +9 ----- def ----- Resists +5% arcane Sharp, short and deadly. |
Fulogar (149% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 149% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +4 blight On Hit.r1 +12 fire On Crit: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Dex +1 Mag +3 Wil +3 Con dps ---------- Phys.crit +15.0% Phys.pwr +12 (+2 eff.) Phys.spd +10% Acc +11 (+3 eff.) ---------- misc See.Invis +6 Sharp, short and deadly. |
Garissra (148% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Master/Psionic Power 149% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 darkness Against +15% Living On Hit.r1 +4 mind On Crit: * Wound the target dealing 331 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +14 (+2 eff.) Dmg.mod +6% mind Res.pen +13% all Acc +21 (+6 eff.) Apr +10 ----- def ----- Resists +15% light +9% nature Sharp, short and deadly. |
Life Drinker (152% power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 34 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 28.29 acid and 26.28 blight damage. If not cleared after five turns it will inflict 149.21 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (150% power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 35% Dex, 30% Cun, 35% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Mercy (143% power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Psionic Power 144% Range: 1.3x Uses 55% Dex, 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Spidermoon the steel dagger (120% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 121% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 143 lightning damage (1/turn) While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% lightning +6% nature +3% acid Res.pen +7% lightning +5% nature On Hit (Melee): * 20% chance to slow global speed by 62% Sharp, short and deadly. |
Xeruyaba the Shimmerscar (148% power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Nature Power 148% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +20 lightning +20 acid On Crit.r2 +20 lightning On Hit: * 20% chance to reduce armor by 48% While equipped: Stats +14 Con +15 Wil dps ---------- Dmg.mod +12% arcane Melee Ret 10 arcane ----- def ----- Max.HP +37.00 Sharp, short and deadly. |
voratun dagger 'Satyrrazor' (146% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 146% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +11 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 143 damage While equipped: Stats +1 Cun +3 Wil dps ---------- Phys.crit +12.0% Crit.mult +40.00% Dmg.mod +3% mind Apr +13 On Hit (Melee): * 10% chance to slow global speed by 62% * 10% chance to reduce all saves and defense by 34 ----- def ----- Resists +9% mind Sharp, short and deadly. |
caustic voratun greatmaul of projection (178% power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Nature/Psionic Power 178% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +59 acid +63 nature On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +35% acid +35% nature Apr +21 Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
iron greatsword (117% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 117% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Blade of Distorted Time (150% power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 150% Range: 1.4x Uses 20% Mag, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 177 temporal damage and slows enemies in radius 6 of the target by 187% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 9 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
enhanced voratun longsword (154% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Nature Power 154% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +13 Str +13 Dex +13 Mag +13 Wil +13 Cun +10 Con Sharp, long, and deadly. |
quick voratun longsword of persecution (154% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Disrupt/Master Power 155% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Against +22% Unnatural While equipped: Stats +6 Dex +7 Wil dps ---------- Phys.spd +10% Acc +25 (+7 eff.) Sharp, long, and deadly. |
voratun longsword of enduring (155% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Nature Power 155% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +14 Con +14 Wil ----- def ----- Max.HP +71.00 Sharp, long, and deadly. |
Thunderfall (161% power, 6 apr)3.0 T5 mace 1H weapon [Unique] Psionic Power 162% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 51 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
living mindstar of gales (113% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +13% lightning +13% cold +14% physical ----- def ----- Defense +35 (+7 eff.) Pinning- +33% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
fungal drakeskin leather sling of true flight4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +7 Con dps ---------- Phys.crit +15.0% Acc +15 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 234 life over 5 turns Puts all charms on 17 cooldown Slings are used to hurl stones or metal shots at your foes. |
Porukira (120% power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +5% Phys.pwr +8 (+1 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +20% lightning Acc +7 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +3% lightning +6% light +6% blight +9% cold +3% nature ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 152.49 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
dragonbone starstaff 'Flashtickler' (136% power, 6 apr, lightning element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +2 Con dps ---------- Spell.crit +5% Crit.mult +34.00% Spell.pwr +31 (+6 eff.) Melee+ 29 fire Dmg.mod +12% light +30% lightning Phasing +18% Melee Ret 4 light ----- def ----- Defense +24 (+5 eff.) Resists +3% nature Shield.pwr +20% Die.at -60.00 life ---------- misc See.Invis +18 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash magestaff of wizardry (111% power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Ego++] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag +3 Wil dps ---------- Phys.crit +7.0% Spell.crit +5% Phys.pwr +6 (+1 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +15% lightning Acc +6 (+2 eff.) ---------- misc Max.mana +17.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling voratun waraxe of ruin (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +24 cold While equipped: dps ---------- Phys.crit +15.0% Crit.mult +35.00% Apr +15 One-handed war axes. |
Blazeravager the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% lightning Melee Ret 4 lightning ----- def ----- Resists +8% fire +9% mind +11% cold ---------- misc Equi/ret +0.16 A belt that goes around your waist. |
Glama1.0 T5 belt armor [Rare] Nature While equipped: Stats +6 Str +7 Mag +6 Con dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +9% arcane Res.pen +15% mind ----- def ----- Crit.chn- 15.00% Phys.save +15 (+5 eff.) ---------- misc Psi/ret +0.20 See.Invis +18 Size +1 A belt that goes around your waist. |
Hanelandur1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +11 Mag +17 Wil dps ---------- Spell.crit +5% Melee Ret 2 arcane ----- def ----- Armour +27 Defense +15 (+3 eff.) Resists +6% temporal Phys.save +21 (+7 eff.) ---------- misc Max.mana +60.00 Create a temporary shield that absorbs 507 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
Lisunor the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.pwr +28 (+5 eff.) ----- def ----- Mind.save +6 (+1 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Vim/s.crit +1.00 Max.mana +20.00 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Samegokan1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.crit +6.0% Crit.mult +11.00% Phys.pwr +19 (+3 eff.) Res.pen +20% arcane Melee Ret 4 physical ----- def ----- Armour +14 Resists +15% cold +11% fire +2% physical Phys.save +12 (+4 eff.) ---------- misc Max.stam +20.00 Size +1 A belt that goes around your waist. |
nightruned rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+0 eff.) ----- def ----- Resists +6% light +5% darkness Mind.save +6 (+1 eff.) A belt that goes around your waist. |
Aeryvena the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Cun +1 Con dps ---------- Res.pen +5% physical ----- def ----- Defense +1 (+0 eff.) Resists +6% temporal Mind.save +9 (+2 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nedamina the Cracklehunt (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +9% lightning +6% acid Res.pen +25% lightning +15% acid Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce armor by 48% ----- def ----- Defense +2 (+1 eff.) Resists +12% acid +21% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+3 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 791.70 cold damage and condensing the air into freezing vapors that deal 263.90 cold damage (based on Magic) each turn for 10 turns. Uses 26 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Olaromiharabar the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 38 ----- def ----- Defense +2 (+1 eff.) Resists +12% mind +6% fire Mind.save +9 (+2 eff.) Max.HP +148.00 Cut- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +21 (+6 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Max.HP +66.00 ---------- misc Max.stam +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Emeluwyn' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +9 Str +3 Dex +4 Con dps ---------- Res.pen +5% blight Melee Ret 6 blight ----- def ----- Defense +3 (+1 eff.) Resists +6% blight Phys.save +23 (+8 eff.) Mind.save +13 (+3 eff.) Die.at -50.00 life Max.HP +148.00 ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Zerytoleg' (28 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +28.00% Phys.pwr +10 (+2 eff.) Dmg.mod +12% acid +12% physical +6% blight Acc +10 (+3 eff.) Apr +10 ----- def ----- Defense +28 (+6 eff.) Phys.save +9 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) Stealth +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Haroderach' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Resists +6% cold +6% nature +9% darkness Max.HP +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +10% darkness +12% temporal Def/telep +12 Res/telep +11% Dur/telep +14% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Str +3 Con ----- def ----- Defense +2 (+1 eff.) Phys.save +14 (+5 eff.) Mind.save +7 (+1 eff.) Die.at -50.00 life Max.HP +68.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the voidstalker (1 def, 6 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% temporal +12% darkness +12% cold Def/telep +12 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+6 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Lisyyatira the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Mind.crit +4% Mind.pwr +2 (+1 eff.) Dmg.mod +19% lightning +16% mind ----- def ----- Resists +28% lightning +16% mind +11% all Mind.save +18 (+4 eff.) ---------- misc Hate/m.crit +1.00 Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Oakwrest the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +9 Mag +10 Wil dps ---------- Spell.pwr +8 (+1 eff.) S.pwr/crit +4 Dmg.mod +12% nature +3% cold Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Resists +3% cold +18% nature +11% all Silence- +26% ---------- misc Mana/turn +0.18 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+6 eff.) Mind.save +15 (+3 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. |
Shock's kiss the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +13% light +22% temporal ----- def ----- Resists +9% lightning +22% temporal +19% light +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of lightning (+18%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +11% all Mind.save +16 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of lightning (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +9% all Mind.save +15 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 324 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Emurewen the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Wil dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Apr +10 Melee Ret 4 arcane ----- def ----- Armour +5 Fatigue +4% Silence- +26% Confus- +37% Stun/Frz- +40% ---------- misc Stam/turn +1.00 Mana/s.crit +2.00 Max.stam +31.00 Light +2 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
dreamer's pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +5 Fatigue +4% Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +11 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Ashserpent' (0 def, 15 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Dex dps ---------- Crit.mult +20.00% Dmg.mod +18% fire Melee Ret 10 fire ----- def ----- Armour +15 Die.at -60.00 life Silence- +34% Confus- +38% Stun/Frz- +38% ---------- misc Max.stam +30.00 A pair of boots made of leather. |
pair of iron boots 'Chargerend' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% lightning Res.pen +10% lightning ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +6% cold Mind.save +6 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Dazzleblow' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +3% light Res.pen +15% lightning Melee Ret 6 light ----- def ----- Armour +1 Resists +5% fire +3% light +6% cold Max.HP +20.00 A pair of boots made of leather. |
pair of rough leather boots 'Lavaworm' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +9% fire ----- def ----- Armour +1 Fatigue -5% Resists +5% arcane Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Max.mana +40.00 A pair of boots made of leather. |
undeterred pair of hardened leather boots of force (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +11 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Armour +3 Silence- +33% Confus- +30% Stun/Frz- +28% A pair of boots made of leather. |
wanderer's pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Master While equipped: Stats +2 Str +2 Cun +4 Con ----- def ----- Armour +1 Phys.save +11 (+4 eff.) Mind.save +10 (+2 eff.) Rush: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
polar iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 5 cold Dmg.mod +3% cold ----- def ----- Armour +1 Fatigue +1% Resists +5% cold Unarmed combat: Power 109% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +5 ice On Hit: 10% Ice Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Blazelace the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +17% lightning +12% light ----- def ----- Defense +3 (+1 eff.) Resists +25% lightning +1% physical +15% fire +3% mind +19% cold Silence- +20% Teleport- +21% A pointy cloth hat, very wizardly... |
Cleanseobsidian (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +9% darkness Res.pen +15% darkness +15% nature Melee Ret 2 nature 2 acid ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +3% nature A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 121.47 to 364.41 lightning damage (242.94 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Earthdredge (7 def, 10 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +12% lightning On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Armour +10 Defense +7 (+2 eff.) Fatigue +3% Resists +15% lightning +15% nature +5% all Phys.save +11 (+4 eff.) ---------- misc Max.psi +20.00 A cap made of leather. |
Frostwish (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +9% fire +6% cold +9% acid Die.at -80.00 life Max.HP +20.00 HP.reg +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gilamas (5 def, 11 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +12% mind Res.pen +5% temporal Melee Ret 4 mind ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +5% Resists +36% cold +3% temporal +5% all Phys.save +9 (+3 eff.) ---------- misc Psi/ret +0.12 Max.psi +10.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Blastquake' (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +8 Str +5 Wil dps ---------- Spell.crit +5% Crit.mult +20.20% Spell.pwr +25 (+5 eff.) Dmg.mod +12% lightning Res.pen +25% lightning ----- def ----- Armour +5 Fatigue +5% ---------- misc Mana/s.crit +2.02 A cap made of leather. |
drakeskin leather cap of might (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
mindcaging voratun helm of absorption (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +25% mind Mind.save +30 (+7 eff.) Confus- +47% ---------- misc Stam/ret +3.00 Equi/ret +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Aerulle' (5 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +5 Str +15 Dex +5 Cun +5 Con dps ---------- Apr +8 ----- def ----- Armour +5 Defense +5 (+1 eff.) Fatigue +5% Phys.save +15 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +14 (+3 eff.) Die.at -40.00 life Max.HP +20.00 Disarm- +20% Pinning- +10% Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating voratun plate armour of stability (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +10% physical Phys.save +23 (+8 eff.) HP.reg +8.00 ---------- misc Stam/turn +2.50 A suit of armour made of metal plates. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1751 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Branahir the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% Res.pen +5% arcane ----- def ----- Resists +12% nature +3% mind Spell.save +12 (+4 eff.) ---------- misc Max.mana +26.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of predation (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +3 (+0 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 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. |
Brenidraneg2.0 T1 lite [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% ----- def ----- Resists +6% mind Max.HP +60.00 ---------- 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. |
Eilinoletira the dwarven lantern1.0 T5 lite [Random Unique] Master While equipped: Stats +1 Cun dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Resists +9% acid +9% cold +3% blight Blind- +50% Confus- +20% ---------- misc Hate/m.crit +3.00 Light +16 See.Stealth +16 See.Invis +5 Track: Puts all charms on 34 cooldown Level 5.0 Pwr.cost 34 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. |
Hyranaridor1.0 T5 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Acc +20 (+5 eff.) Apr +4 ----- def ----- Resists +1% physical +21% light +18% mind Phys.save +15 (+5 eff.) Mind.save +15 (+3 eff.) Die.at -108.22 life HP.reg +5.41 Knockbk- +27% ---------- misc Light +5 See.Stealth +23 See.Invis +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Malychik1.0 T5 lite [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +36% mind Res.pen +30% blight Melee Ret 13 mind ----- def ----- Resists +15% lightning Mind.save +12 (+3 eff.) Die.at -107.03 life Pinning- +27% Knockbk- +27% ---------- misc Vim/s.crit +2.68 Hate/m.crit +6.69 Light +5 See.Stealth +25 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
brass lantern2.0 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. |
brass lantern 'Moldriver'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +3% nature Res.pen +5% temporal ----- def ----- Resists +9% temporal +3% nature +3% mind Max.HP +41.00 ---------- 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
Crystal Focus0.0 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. |
Prothotipe's Prismatic Eye0.0 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. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 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. |
69 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
17 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Cloudwalker [power 445] (13 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% lightning +36% mind +18% acid Res.pen +30% mind Melee Ret 12 acid 14 blight On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 38 ----- def ----- Resists +15% blight +21% acid Blast the opponent's mind dealing 516 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 110. Torques are made by powerful psionics to store psionic powers. |
Erugrim the stralite torque of clear mind [power 3] (22 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +30 (+6 eff.) Phasing +30% ----- def ----- Resists +9% temporal Spell.save +9 (+3 eff.) ---------- misc Max.mana +60.00 Max.vim +50.00 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
Tulilemas the Flashtouch [power 2] (22 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +6% fire Crit.chn- 15.00% Die.at -20.00 life Disease- +10% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to heal for 36. 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of clear mind [power 1] (22 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Eilinudhekira' [power 420] (13 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% acid Res.pen +25% acid +34% mind On Hit (Melee): * 27% chance to reduce armor by 48% ----- def ----- Armour +20 Resists +12% acid +15% fire +24% light HP.reg +5.44 Disease- +27% Confus- +27% Blast the opponent's mind dealing 487 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Yvuthra [power 404] (13 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +4% Res.pen +25% mind Melee Ret 4 mind ----- def ----- Resists +6% blight +15% mind Max.HP +100.00 Teleport- +20% Heal yourself and all friendly characters within 10 spaces for 404 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Velilaith' [power 368] (13 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: ----- def ----- Crit.chn- 5.00% Mind.save +6 (+1 eff.) HP.reg +4.00 Heal.mod +15% Blind- +10% Pinning- +10% Heal yourself and all friendly characters within 10 spaces for 368 Puts all charms on 13 cooldown 100% to increase all damage penetration by 17% for 2 turns. 100% to reduce fatigue by 39% for 2 turns. 100% to heal for 63. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Blindglory the dragonbone wand of lightning storm [power 464] (13 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% * 20% chance to reduce armor by 48% ---------- misc Wards +5 mind +3 cold +4 light +4 arcane Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 244 lightning damage and will be dazed for 1 turn (1222 total damage) Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of lightning storm 'Scabriver' [power 188] (13 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +10% acid On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Resists +3% nature Create a radius 3 storm for 5 turns. Each turn, creatures within take 99 lightning damage and will be dazed for 1 turn (495 total damage) Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of lightning storm 'Emeriatta' [power 434] (13 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +10 Str +3 Dex +8 Wil dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +25% temporal ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Infravis +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 228 lightning damage and will be dazed for 1 turn (1143 total damage) Puts all charms on 13 cooldown 100% to gain a 30% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
10 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Thunder God Cid the Drem Arcane Blade level 38
10th Gold 123rd year of Ascendancy at 23:24 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Thunder God Cid the Drem Arcane Blade level 50
9th Profit 123rd year of Ascendancy at 06:29 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Thunder God Cid the Drem Arcane Blade level 36
34th Steel 123rd year of Ascendancy at 15:06 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Thunder God Cid the Drem Arcane Blade level 38
8th Gold 123rd year of Ascendancy at 11:38 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Thunder God Cid the Drem Arcane Blade level 43
30th Gold 123rd year of Ascendancy at 01:22 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Thunder God Cid the Drem Arcane Blade level 48
3rd Acquisition 123rd year of Ascendancy at 18:04 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Thunder God Cid the Drem Arcane Blade level 41
24th Gold 123rd year of Ascendancy at 12:27 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Thunder God Cid the Drem Arcane Blade level 39
17th Gold 123rd year of Ascendancy at 19:40 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Thunder God Cid the Drem Arcane Blade level 11
13rd Profit 122nd year of Ascendancy at 09:37 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Thunder God Cid the Drem Arcane Blade level 40
19th Gold 123rd year of Ascendancy at 23:18 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Thunder God Cid the Drem Arcane Blade level 32
17th Steel 123rd year of Ascendancy at 15:33 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Thunder God Cid the Drem Arcane Blade level 50
22nd Dearth 123rd year of Ascendancy at 11:26 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Thunder God Cid the Drem Arcane Blade level 23
28th Loss 122nd year of Ascendancy at 15:21 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Thunder God Cid the Drem Arcane Blade level 37
44th Steel 123rd year of Ascendancy at 07:38 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Thunder God Cid the Drem Arcane Blade level 29
27th Iron 123rd year of Ascendancy at 05:13 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Thunder God Cid the Drem Arcane Blade level 50
16th Dearth 123rd year of Ascendancy at 01:22 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Thunder God Cid the Drem Arcane Blade level 10
2nd Acquisition 122nd year of Ascendancy at 14:31 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Thunder God Cid the Drem Arcane Blade level 20
21st Wealth 122nd year of Ascendancy at 17:02 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Thunder God Cid the Drem Arcane Blade level 30
29th Iron 123rd year of Ascendancy at 10:31 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Thunder God Cid the Drem Arcane Blade level 40
19th Gold 123rd year of Ascendancy at 22:58 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Thunder God Cid the Drem Arcane Blade level 50
7th Profit 123rd year of Ascendancy at 01:35 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Thunder God Cid the Drem Arcane Blade level 50
14th Dearth 123rd year of Ascendancy at 08:32 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Thunder God Cid the Drem Arcane Blade level 21
12nd Dearth 122nd year of Ascendancy at 15:50 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Thunder God Cid the Drem Arcane Blade level 50
20th Profit 123rd year of Ascendancy at 23:09 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Thunder God Cid the Drem Arcane Blade level 39
19th Gold 123rd year of Ascendancy at 05:29 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Thunder God Cid the Drem Arcane Blade level 18
4th Wealth 122nd year of Ascendancy at 17:23 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Thunder God Cid the Drem Arcane Blade level 40
20th Gold 123rd year of Ascendancy at 04:30 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Thunder God Cid the Drem Arcane Blade level 50
22nd Dearth 123rd year of Ascendancy at 11:24 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Thunder God Cid the Drem Arcane Blade level 8
26th Voratun 122nd year of Ascendancy at 04:31 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Thunder God Cid the Drem Arcane Blade level 29
22nd Iron 123rd year of Ascendancy at 00:43 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Thunder God Cid the Drem Arcane Blade level 50
22nd Dearth 123rd year of Ascendancy at 11:26 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Thunder God Cid the Drem Arcane Blade level 8
27th Voratun 122nd year of Ascendancy at 18:47 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Thunder God Cid the Drem Arcane Blade level 26
8th Shortage 122nd year of Ascendancy at 04:43 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Thunder God Cid the Drem Arcane Blade level 44
22nd Stralite 123rd year of Ascendancy at 20:07 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Thunder God Cid the Drem Arcane Blade level 22
25th Loss 122nd year of Ascendancy at 20:57 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Thunder God Cid the Drem Arcane Blade level 16
44th Profit 122nd year of Ascendancy at 17:14 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Thunder God Cid the Drem Arcane Blade level 35
33rd Steel 123rd year of Ascendancy at 08:17 see stats
Log
High Sun Paladin Aeryn receives 140 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 595 healing.
The shield around Thunder God Cid crumbles.
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn uses Infusion: Healing.
High Sun Paladin Aeryn receives 210 healing from Infusion: Healing.
Thunder God Cid is firmly planted in reality.
High Sun Paladin Aeryn is firmly planted in reality.
Rested for 121 turns (stop reason: all resources and life at maximum).
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Lore found: Argoniel's blood-runed athame
Thunder God Cid picks up ( .): Pearl of Life and Death.
You pickup 0.60 gold pieces.
Thunder God Cid picks up ( .): fire opal.
Thunder God Cid picks up ( .): fire opal.
Thunder God Cid picks up ( .): pearl.
Thunder God Cid picks up (5.): fungal drakeskin leather sling of true flight.
Thunder God Cid picks up ( .): dreamer's pair of voratun boots (0 def, 5 armour).
Thunder God Cid picks up ( .): mindcaging voratun helm of absorption (0 def, 5 armour).
Thunder God Cid picks up ( .): rejuvenating voratun plate armour of stability (0 def, 16 armour).
Thunder God Cid picks up ( .): chilling voratun waraxe of ruin (150% power, 6 apr).
Thunder God Cid picks up (1.): enhanced voratun longsword (154% power, 6 apr).
Lore found: Pearl of Life and Death
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 2 turns (stop reason: dialog is displayed).
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The furious lightning storm around Thunder God Cid calms down and disappears.











































































































































































































