











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Higher |
Class | Archer |
Level / Exp | 50 / 2397% |
Size | medium |
Lifes / Deaths | Killed by Glutira the sick white wolf at level 12 on the 2nd Summertide 122nd year of Ascendancy at 04:54 2 / 5Killed by Emithra the storm drake hatchling at level 32 on the 8th Regrowth 123rd year of Ascendancy at 11:58 Killed by Eilinebeth the dreadmaster at level 36 on the 29th Regrowth 123rd year of Ascendancy at 05:53 Killed by Gawen the elder vampire at level 50 on the 13rd Dusk 123rd year of Ascendancy at 12:37 Killed by Sanfona at level 50 on the 16th Dusk 123rd year of Ascendancy at 08:55 |
Primary Stats
Strength | 116 (base 65) |
Dexterity | 120 (base 60) |
Constitution | 104 (base 60) |
Magic | 28 (base 9) |
Willpower | 39 (base 15) |
Cunning | 84 (base 40) |
Resources
Life | 1577/1577 |
Stamina | 268/268 |
Healing Factor | 1.5146107254317 |
Regeneration | 33.700088640854 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 18 |
Lite | 6 |
Infravision | 11 |
See Stealth | 41.852263939808 |
See Invisible | 41.852263939808 |
Offense: Mainhand
Damage | 265 |
Accuracy | 89 |
Crit Chance | 92% |
APR | 50 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 52% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Acid | +49% |
Arcane | +25% |
Cold | +38% |
All | +7% |
Lightning | +35% |
Physical | +90% |
Temporal | +13% |
Darkness | +17% |
Mind | +25% |
Fire | +43% |
Nature | +16% |
Offense: Damage Penetration
Darkness | +34% |
Light | +40% |
Physical | +94% |
Arcane | +70% |
Mind | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 63 (63.914983985962%) |
Defense | 87 |
Ranged Defense | 87 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 51 |
Mental Save | 64 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 51%( 70%) |
Arcane | + 53%( 70%) |
Cold | + 70%( 70%) |
All | + 35%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 45%( 70%) |
Light | + 67%( 70%) |
Temporal | + 55%( 70%) |
Mind | + 47%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 70%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 88% |
Knockback Resistance | 38% |
Confusion Resistance | 62% |
Stun Resistance | 100% |
Pinning Resistance | 44% |
Poison Resistance | 20% |
Blind Resistance | 50% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 675 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 304 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 832% 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. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Trained Reactions |
talent | Intuitive Shots |
talent | Concealment |
beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 48%. Concealment |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 failed to protect the injured seer from death by Zuberimita the snow giant. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by Belatha the great wolf. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Isamira the skeleton warrior. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Salasera the anaconda. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by dread. Escort: worried loremaster (level 4 of Dreadfell) | failed |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1280. | 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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 |
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 | ![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | ![]() 3.0 T5 arrow ammo [Random Unique] Master/Psionic Power 200% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +35 Crit +39.0% Capacity 23 Proj.spd +200% Ranged+ +26 blight +59 physical +26 cold On Hit.r1 +8 arcane On Crit.r2 +24 lightning +8 arcane On Hit: * 20% chance to knock the target back 3 spaces and deal 174 physical damage On Crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Rare] Nature While equipped: Stats +3 Str +9 Dex dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +9% mind Res.pen +15% mind +20% physical ----- def ----- Armour +18 Resists +9% acid +12% cold Spell.save +15 (+5 eff.) Die.at -80.00 life Max.HP +80.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +15 Str +6 Wil dps ---------- Phys.pwr +12 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +16% temporal +14% physical +5% arcane +6% cold +18% mind +9% fire Phys.save +15 (+4 eff.) Mind.save +30 (+8 eff.) Confus- +32% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +9% mind +30% physical Res.pen +15% light ----- def ----- Resists +6% light +4% physical Mind.save +15 (+4 eff.) ---------- misc Light +3 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to heal for 85. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +8 Dex +8 Cun +7 Con dps ---------- Phys.pwr +8 (+1 eff.) S.pwr/crit +6 Mov.spd +15% Dmg.mod +14% acid +20% lightning Res.pen +15% arcane Phasing +20% ----- def ----- Resists +28% acid +9% blight Ignore.dmg +8% Affinity +20% lightning HP.reg +6.00 Stun/Frz- +31% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Armour +12 Defense +10 (+2 eff.) Resists +9% acid +12% fire +15% light Spell.save +6 (+2 eff.) Max.HP +38.00 Poison- +20% Disarm- +38% Pinning- +44% Knockbk- +38% Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Random Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +8 Str +15 Dex dps ---------- Phys.crit +11.0% Phys.pwr +17 (+3 eff.) Res.pen +14% physical Acc +23 (+4 eff.) ----- def ----- Resists +1% physical ---------- misc Reload +1 Psi/ret +0.12 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +1 Str +1 Mag +7 Wil +5 Con dps ---------- Phys.crit +13.0% Spell.crit +20% Mind.crit +20% Crit.mult +11.00% Dmg.mod +6% temporal On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +3 Resists +9% nature Phys.save +26 (+7 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) HP.reg +11.00 Disarm- +50% ---------- misc Stam/turn +1.00 Max.stam +39.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+3 eff.) Dmg.mod +20% acid +50% physical +10% darkness +9% nature +16% fire +9% arcane +18% cold Res.pen +15% physical +9% darkness +15% arcane Melee Ret 6 nature ----- def ----- Resists +15% acid +38% physical +14% cold +16% fire +13% all ---------- misc Max.hate +10.00 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Phys.crit +4.0% Phys.pwr +3 (+0 eff.) Dmg.mod +3% physical Acc +5 (+1 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 15 ----- def ----- Armour +9 Defense +7 (+1 eff.) Fatigue -5% Resists +18% fire +13% light +22% cold Stealth +8 ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +12 Dex +6 Mag +10 Cun +19 Con dps ---------- Spell.crit +6% Spell.pwr +5 (+3 eff.) Mov.spd +10% Dmg.mod +8% acid +8% lightning +8% fire +9% arcane +13% cold Res.pen +15% arcane +20% physical ----- def ----- Fatigue -10% Die.at -40.00 life HP.reg +5.00 ---------- misc Stam/turn +3.50 Amulets make your neck look great! |
Inventory
![]() 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 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 105 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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. |
![]() 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: 4 lightning, 3 physical, 5 arcane, 3 nature, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 240 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 15 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 27%, your defense is increased by 27 and all your resistances by 27%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 610 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Dex +6 Wil +4 Con dps ---------- Phys.pwr +15 (+3 eff.) Mind.pwr +8 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +6 Resists +6% acid +12% fire +30% light +30% darkness Phys.save +18 (+5 eff.) Spell.save +9 (+3 eff.) Mind.save +14 (+4 eff.) Max.HP +42.00 HP.reg +11.00 Blind- +46% Confus- +19% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-1 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. |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+5 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 640.68 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (126). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +25% cold Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +7 Defense +11 (+2 eff.) Resists +3% lightning +18% temporal +20% light +22% darkness Res.Cap +5% all Phys.save +17 (+4 eff.) Blind- +40% Pinning- +44% Knockbk- +36% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Wil +5 Mag dps ---------- Mind.pwr +14 (+4 eff.) S.pwr/crit +6 ----- def ----- Mind.save +14 (+4 eff.) Confus- +25% ---------- misc Mana/turn +0.60 Max.mana +39.00 Amulets make your neck look great! |
![]() 1.0 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. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +6% light +6% darkness Res.pen +10% darkness Melee Ret 8 light 10 darkness ----- def ----- Resists +15% lightning +12% light HP.reg +4.00 Stun/Frz- +37% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: ----- def ----- Armour +4 Resists +18% lightning +6% fire +21% blight Mind.save +6 (+2 eff.) Blind- +61% Poison- +21% Disease- +10% Disarm- +20% ---------- misc Infravis +5 See.Stealth +17 See.Invis +21 Rings make your fingers look great! |
![]() 0.1 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. |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Cun +1 Dex dps ---------- Dmg.mod +3% light Res.pen +10% light ----- def ----- Resists +12% acid +3% blight +12% fire +12% cold +12% lightning Crit.chn- 15.00% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +8 Dex +6 Wil +13 Cun dps ---------- Res.pen +25% cold Acc +13 (+2 eff.) ----- def ----- Defense +20 (+4 eff.) Phys.save +18 (+5 eff.) ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +3 Dex +12 Mag +11 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +21 (+11 eff.) Res.pen +10% blight Melee Ret 2 blight ----- def ----- Defense +15 (+3 eff.) Fatigue -8% Resists +3% blight Die.at -60.00 life ---------- misc Max.enc +33 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +8 Cun dps ---------- Dmg.mod +21% acid +12% cold +9% mind Res.pen +20% cold Melee Ret 10 acid On Hit (Melee): * 21% chance to reduce all saves and defense by 27 ----- def ----- Defense +16 (+3 eff.) Resists +12% fire Rings make your fingers look great! |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master/Psionic Power 146% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 darkness Against +20% Living On Crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+3 eff.) Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Ego] Arcane/Master Power 201% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +27 fire Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Master Power 195% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +27 lightning +16 temporal While equipped: Stats +6 Mag dps ---------- Spell.pwr +35 (+16 eff.) Dmg.mod +30% blight +27% arcane +21% nature Melee Ret 12 blight On Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Vim/s.crit +2.72 Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +400% Ranged+ +26 fire While equipped: Stats +18 Cun dps ---------- Phys.crit +1.0% Phys.pwr +15 (+3 eff.) Phys.spd +20% Dmg.mod +24% fire ----- def ----- Defense +10 (+2 eff.) Resists +9% blight Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Reload +3 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +33 fire On Hit.r1 +8 fire On Hit: 10% Shoot 1 On Hit: * 27% chance to reduce all saves and defense by 27 While equipped: Stats +11 Str dps ---------- Phys.pwr +21 (+4 eff.) Dmg.mod +3% mind +33% fire +9% light +21% cold Res.pen +20% fire ---------- misc Light +2 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Ego++] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +6 Cun dps ---------- Phys.spd +10% Res.pen +17% all Acc +26 (+5 eff.) Apr +21 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Rare] Master Power 153% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +12.0% Atk.spd 100% While equipped: dps ---------- Crit.mult +25.00% Dmg.mod +12% blight +27% cold +12% arcane Acc +8 (+1 eff.) Melee Ret 8 light ----- def ----- Defense +14 (+3 eff.) Resists +12% nature Phys.save +21 (+5 eff.) Heal.mod +20% Disarm- +37% Confus- +27% Teleport- +27% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% physical Acc +24 (+4 eff.) Apr +15 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +13 (+2 eff.) Res.pen +12% physical ----- def ----- Disarm- +35% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Nature Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 nature While equipped: Stats +13 Str +13 Dex +13 Mag +12 Wil +13 Cun +13 Con Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Phasing +41% On Crit.r2 +24 blight On Hit: * 27% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Spell.crit +10% Mind.crit +5% Crit.mult +27.20% Mind.pwr +10 (+3 eff.) Melee+ 20 acid Dmg.mod +20% acid Res.pen +19% acid ----- def ----- Resists +14% acid HP.reg +5.00 Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Mana/s.crit +2.72 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. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +13% mind +13% darkness Res.pen +9% mind +7% darkness ---------- misc Max.hate +5.00 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. |
![]() 4.0 T3 sling 1H weapon [Ego++] Nature/Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +10 Con +10 Wil dps ---------- Dmg.mod +14% physical ----- def ----- Max.HP +66.00 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+21 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +14.00% Spell.pwr +18 (+9 eff.) Dmg.mod +15% temporal ---------- misc Mana/turn +0.28 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +35 (+16 eff.) Dmg.mod +30% darkness Phasing +22% ----- def ----- Defense +24 (+5 eff.) Shield.pwr +20% ---------- misc Max.mana +107.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +40.00% Spell.pwr +22 (+11 eff.) Melee+ 35 fire Dmg.mod +30% lightning ----- def ----- Phys.save +15 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +13 (+4 eff.) ---------- misc See.Invis +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon Reqs Mag 48 [Ego+] 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: dps ---------- Phys.crit +10.0% Spell.crit +17% Phys.pwr +15 (+3 eff.) Spell.pwr +25 (+13 eff.) Dmg.mod +30% darkness Acc +14 (+2 eff.) ----- def ----- Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 152% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +20 (+10 eff.) Dmg.mod +42% arcane ----- def ----- Phys.save +14 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +15 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 151% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+10 eff.) Dmg.mod +41% blight ----- def ----- Resists +20% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+8 eff.) Dmg.mod +30% fire ---------- misc Mana/turn +0.39 Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +11 Str +11 Dex +11 Mag +11 Wil +11 Cun +11 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Arcane Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +27 cold +27 mind On Hit: * 27% chance to reduce all saves and defense by 27 While equipped: dps ---------- Dmg.mod +24% arcane Res.pen +34% temporal +34% darkness +20% arcane On Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) * 27% chance to reduce damage dealt by 22% ----- def ----- Resists +7% arcane +20% temporal One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane/Nature Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +15 nature On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +24 (+4 eff.) One-handed war axes. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 53 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +6 Dex +6 Cun +6 Con +10 Lck dps ---------- Phys.pwr +14 (+3 eff.) ----- def ----- Phys.save +15 (+4 eff.) Stealth +15 ---------- misc T.Disarm +30 Infravis +6 Size +1 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +10 Cun +4 Dex dps ---------- Melee Ret 14 fire ----- def ----- Defense +18 (+4 eff.) Resists +9% acid +12% blight Spell.save +9 (+3 eff.) Die.at -108.81 life Knockbk- +27% ---------- misc Equi/ret +0.16 Max.hate +13.60 Max.psi +68.01 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+10 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+3 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.0 Pwr.cost 43 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +25% acid +16% physical +22% cold +27% lightning +21% fire Res.pen +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +20% acid +18% physical +17% darkness +18% lightning +18% fire +18% cold +18% mind +15% all Phys.save +41 (+10 eff.) Spell.save +19 (+6 eff.) Mind.save +38 (+10 eff.) ---------- misc Cooldown Refit Golem -5 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +4 Dex +5 Con dps ---------- Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Dmg.mod +42% cold Res.pen +5% darkness Acc +5 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 54% * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +1% physical +40% darkness +45% cold +36% mind +15% all Phys.save +35 (+9 eff.) Spell.save +40 (+12 eff.) Mind.save +80 (+19 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+10 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. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Master While equipped: Stats +10 Mag dps ---------- Dmg.mod +29% temporal +30% physical Res.pen +13% temporal +14% physical ----- def ----- Armour +5 Defense +5 (+1 eff.) Resists +15% all Phys.save +29 (+7 eff.) Anom.red +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +7% Spell.pwr +18 (+9 eff.) ----- def ----- Resists +7% all ---------- misc Mana/turn +0.16 Max.mana +51.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +8 Str +8 Mag +8 Wil dps ---------- Dmg.mod +30% lightning +25% physical +30% cold ----- def ----- Resists +14% lightning +15% cold +14% blight +15% all Max.HP +100.00 HP.reg +5.10 Heal.mod +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +8 Str +8 Mag +8 Wil dps ---------- Dmg.mod +20% lightning +21% physical +26% mind +25% cold ----- def ----- Resists +13% lightning +13% cold +26% mind +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 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. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +4 Dex ----- def ----- Armour +5 Fatigue +4% Resists +15% fire +14% cold Disengage: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +5 Fatigue -6% Phys.save +14 (+4 eff.) ---------- misc Max.enc +49 Blink to a nearby random location (rad 15) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Silence- +50% Confus- +50% Stun/Frz- +42% ---------- misc Stam/turn +1.30 Max.stam +33.00 A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Unique] Arcane A part of set. While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +10% arcane ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Transformed with the power of the Spellblaze. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 346.36 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 178.75 arcane damage and stunned). Uses 85 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 2.0 T5 head armor [Rare] Psionic While equipped: Stats +7 Wil dps ---------- Res.pen +15% mind Melee Ret 6 temporal ----- def ----- Armour +22 Defense +3 (+1 eff.) Resists +8% physical Spell.save +24 (+8 eff.) Heal.mod +20% Disarm- +27% Stun/Frz- +27% Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Equi/ret +3.00 Psi/ret +2.10 Hate/ret +2.40 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +6 Str +7 Mag +5 Wil dps ---------- Dmg.mod +15% cold Res.pen +34% blight Phasing +41% Melee Ret 14 mind ----- def ----- Armour +5 Fatigue +5% Resists +21% nature ---------- misc Mana/s.crit +2.72 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1386.6 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T5 head armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% lightning +20% cold ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Acc +12 (+2 eff.) On Melee Ret: * 19% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+2 eff.) Fatigue +5% Resists +15% blight Mind.save +13 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Nature While equipped: Stats +7 Str +7 Wil dps ---------- Phys.pwr +12 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +25% cold +15% physical Phys.save +14 (+4 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Str dps ---------- Melee+ 46 acid 43 fire Res.pen +10% acid Melee Ret 32 acid 31 fire ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +60% acid +3% physical +3% cold +29% lightning +56% fire Die.at -80.00 life Max.HP +40.00 Disarm- +27% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +10 Str +10 Mag +7 Wil dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Phys.pwr +25 (+5 eff.) Spell.pwr +25 (+13 eff.) Mind.pwr +25 (+8 eff.) ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +20% lightning A suit of armour made of mail. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+8 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 11 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 116.40 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 T5 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +30% cold +20% light +20% darkness A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +27% lightning HP.reg +6.80 ---------- misc Stam/turn +1.60 A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +20% blight +10% mind +19% nature Mind.save +25 (+7 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Arcane/Master While equipped: Stats +10 Str +10 Con ----- def ----- Armour +16 Fatigue +36% Resists +34% darkness +15% physical -18% light +14% fire Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Light +2 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +26 Fatigue +12% Phys.save +15 (+4 eff.) A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +8 Str +11 Dex dps ---------- Acc +18 (+3 eff.) ----- def ----- Armour +8 Fatigue +8% Resists +17% mind ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 174% Range: 1.4x Uses 70% Str, 50% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 70% Dex, 40% Mag, 50% Str Dmg Void Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T4 arrow ammo [Rare] Master Power 190% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +24.5% Capacity 24 Ranged+ +12 physical On Crit.r2 +16 physical On Hit: * 20% chance to reduce strength, dexterity, and constitution by 15 On Crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +15% light Res.pen +13% all Apr +11 Melee Ret 30 fire ----- def ----- Armour +4 Resists +9% lightning +9% fire +12% darkness Crit.chn- 15.00% Affinity +5% light Mind.save +9 (+3 eff.) Die.at -20.00 life Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +9 Sun Flare: Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 82.49 light damage. At talent level 3 you gain 16% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +11 Mag dps ---------- Melee Ret 20 fire ----- def ----- Resists +7% fire Disease- +20% Pinning- +20% Stun/Frz- +20% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 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.(95 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 509.08 fire damage (based on Magic). Uses 43 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 78% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 361.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo [Ego++] Master Power 154% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +3 Crit +23.0% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego+] Master Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 24 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +6 Str dps ---------- Crit.mult +30.00% Mind.pwr +30 (+10 eff.) Dmg.mod +9% physical Acc +15 (+3 eff.) ---------- misc Hate/m.crit +5.05 Blast the opponent's mind dealing 438 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +6% blight +3% fire +6% light 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 increase the duration of 1 beneficial effects by 1. 100% to increase all damage by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +30% physical ----- def ----- Armour +12 Defense +20 (+4 eff.) ---------- misc Hate/m.crit +5.00 Fire a magical bolt dealing 371 lightning damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +21% blight ----- def ----- Resists +6% blight +9% acid Create a shield absorbing up to 488 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 110. 100% to gain a 30% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Sanfona the Higher Archer level 38
36th Regrowth 123rd year of Ascendancy at 03:39 see stats
By Sanfona the Higher Archer level 49
6th Flare 123rd year of Ascendancy at 02:41 see stats
By Sanfona the Higher Archer level 43
58th Regrowth 123rd year of Ascendancy at 00:10 see stats
By Sanfona the Higher Archer level 50
9th Dusk 123rd year of Ascendancy at 20:57 see stats
By Sanfona the Higher Archer level 41
51st Regrowth 123rd year of Ascendancy at 10:57 see stats
By Sanfona the Higher Archer level 24
3rd Haze 122nd year of Ascendancy at 21:14 see stats
By Sanfona the Higher Archer level 40
46th Regrowth 123rd year of Ascendancy at 18:23 see stats
By Sanfona the Higher Archer level 33
10th Regrowth 123rd year of Ascendancy at 16:27 see stats
By Sanfona the Higher Archer level 50
73rd Dusk 123rd year of Ascendancy at 07:44 see stats
By Sanfona the Higher Archer level 24
4th Haze 122nd year of Ascendancy at 12:43 see stats
By Sanfona the Higher Archer level 33
10th Regrowth 123rd year of Ascendancy at 17:22 see stats
By Sanfona the Higher Archer level 35
25th Regrowth 123rd year of Ascendancy at 08:02 see stats
By Sanfona the Higher Archer level 50
66th Dusk 123rd year of Ascendancy at 16:18 see stats
By Sanfona the Higher Archer level 49
6th Flare 123rd year of Ascendancy at 03:02 see stats
By Sanfona the Higher Archer level 10
1st Mirth 122nd year of Ascendancy at 10:46 see stats
By Sanfona the Higher Archer level 20
10th Dusk 122nd year of Ascendancy at 20:46 see stats
By Sanfona the Higher Archer level 30
38th Haze 122nd year of Ascendancy at 12:30 see stats
By Sanfona the Higher Archer level 40
44th Regrowth 123rd year of Ascendancy at 20:48 see stats
By Sanfona the Higher Archer level 50
6th Dusk 123rd year of Ascendancy at 15:46 see stats
By Sanfona the Higher Archer level 50
65th Dusk 123rd year of Ascendancy at 16:46 see stats
By Sanfona the Higher Archer level 50
67th Dusk 123rd year of Ascendancy at 21:15 see stats
By Sanfona the Higher Archer level 22
62nd Dusk 122nd year of Ascendancy at 02:29 see stats
By Sanfona the Higher Archer level 50
50th Dusk 123rd year of Ascendancy at 17:29 see stats
By Sanfona the Higher Archer level 32
5th Allure 123rd year of Ascendancy at 07:50 see stats
By Sanfona the Higher Archer level 25
5th Haze 122nd year of Ascendancy at 18:38 see stats
By Sanfona the Higher Archer level 40
46th Regrowth 123rd year of Ascendancy at 21:23 see stats
By Sanfona the Higher Archer level 50
73rd Dusk 123rd year of Ascendancy at 07:42 see stats
By Sanfona the Higher Archer level 49
6th Flare 123rd year of Ascendancy at 02:41 see stats
By Sanfona the Higher Archer level 7
77th Pyre 122nd year of Ascendancy at 17:22 see stats
By Sanfona the Higher Archer level 49
6th Flare 123rd year of Ascendancy at 02:41 see stats
By Sanfona the Higher Archer level 31
77th Haze 122nd year of Ascendancy at 01:06 see stats
By Sanfona the Higher Archer level 50
73rd Dusk 123rd year of Ascendancy at 07:44 see stats
By Sanfona the Higher Archer level 43
56th Regrowth 123rd year of Ascendancy at 08:58 see stats
By Sanfona the Higher Archer level 15
5th Flare 122nd year of Ascendancy at 23:43 see stats
By Sanfona the Higher Archer level 25
13rd Haze 122nd year of Ascendancy at 02:48 see stats
By Sanfona the Higher Archer level 45
3rd Pyre 123rd year of Ascendancy at 18:05 see stats
By Sanfona the Higher Archer level 23
2nd Haze 122nd year of Ascendancy at 22:55 see stats
By Sanfona the Higher Archer level 19
9th Dusk 122nd year of Ascendancy at 21:45 see stats
By Sanfona the Higher Archer level 37
34th Regrowth 123rd year of Ascendancy at 06:46 see stats
Log
Sanfona picks up ( .): voratun plate armour of implacability (0 def, 26 armour).
Sanfona picks up (R.): quick voratun waraxe (150% power, 6 apr).
Sanfona picks up (E.): truestriking voratun longsword (150% power, 6 apr).
Lore found: Pearl of Life and Death
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Girdle of Preservation
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Radiance
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Garkul's Teeth
You can read all your collected lore in the game menu, by pressing Escape.
Sanfona wears (replacing Girdle of the Calm Waters): Girdle of Preservation.
Sanfona wears (replacing Prismquake the alchemist's lamp): dwarven lantern 'Uluyadekor'.
Resting starts...
Rested for 70 turns (stop reason: all resources and life at maximum).
You pickup 0.55 gold pieces.
You pickup 2.70 gold pieces.
You pickup 0.75 gold pieces.
Sanfona picks up (O.): magewarrior's short dragonbone starstaff of fate (136% power, 6 apr, darkness element).
Sanfona picks up ( .): fearforged voratun plate armour of delving (0 def, 16 armour).
You pickup 2.15 gold pieces.
Sanfona picks up (Q.): potent dragonbone vilestaff of protection (151% power, 6 apr, blight element).
Sanfona picks up (R.): shimmering dragonbone vilestaff (136% power, 6 apr, fire element).
Sanfona picks up (z.): flaming voratun greatmaul of massacre (200% power, 4 apr).
Ran for 6 turns (stop reason: interesting terrain).