









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | All lanterns provide 10 lite baseline 1.7.4Makes all lanterns provide 10 lite baseline because the mechanic is annoying Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Hulk! 1.4.8 Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Portable Item Vault 1.7.4Add a portable item vault to your inventory! Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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.
UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Dungeon Spawn 1.7.4Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. And lasty placing all extra cities on map. 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 NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Prepare Stealthily 1.7.0Modifies various trap-preparation and tool-preparation tools from the Cunning/Traps and Cunning/Artifice trees so that they do not break stealth. Affected talents are:
(new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Deluxe Wanderers Combo Mod 1.7.4New classes: the Wanderer, Magician, and Mentalist that get to choose their talents from a random list. The Wanderer variant covers all trees, the Magician most magical trees, and the Mentalist most mindpower trees. They also gain resource generating talents when they get a talent tree that requires them. Big thanks to starsapphire, FL0RENT_, and hauzer, whose work is all integrated here. Items Vault 1.7.0Donators/Buyers bonus! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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: :::::::::::::::::::::::::::::::::::: Đ ĐŁĐĄ ::::::::::::::::::::::::::::::::::: ĐпОŃĐ°ĐœĐžĐ” ĐŃĐŸ ĐŒĐŸŃ ŃĐ»ŃŃŃĐ”ĐœĐœĐ°Ń ĐČĐ”ŃŃĐžŃ ĐŸŃĐžĐłĐžĐœĐ°Đ»ŃĐœĐŸĐłĐŸ ĐŒĐŸĐŽĐ°. УбŃĐ°ĐœĐ° ĐżŃĐŸĐČĐ”ŃĐșа ĐČĐ”ŃŃОО ĐșĐ»ĐžĐ”ĐœŃа. ĐĐ°ĐŒĐ”ŃалО ĐșĐŸĐłĐŽĐ°-ĐœĐžĐ±ŃĐŽŃ, ŃŃĐŸ ĐœĐŸĐČŃĐ” ŃŃŃĐŸĐșĐž ĐČ Đ¶ŃŃĐœĐ°Đ»Đ” бОŃĐČŃ ĐœĐ” ĐČŃДгЎа ŃĐŸĐŸŃĐČĐ”ŃŃŃĐČŃŃŃ ĐșĐŸĐœŃŃ ŃĐČĐŸĐ”ĐłĐŸ Ń ĐŸĐŽĐ°? ĐŃĐŸŃ ĐŒĐŸĐŽ ĐżĐŸĐŒĐ”ŃĐ°Đ”Ń "------" ĐŒĐ”Đ¶ĐŽŃ ŃŃŃĐŸĐșĐ°ĐŒĐž Ń ĐŸĐŽĐ°, ŃŃĐŸ Đ±Ń ĐŒĐŸĐ¶ĐœĐŸ бŃĐ»ĐŸ лДгŃĐ” ĐČОзŃалŃĐœĐŸ ĐŸŃЎДлОŃŃ ĐŒĐžĐœŃĐČŃŃŃ ĐŸŃĐ”ŃĐ”ĐŽŃ ĐŽĐ”ĐčŃŃĐČĐžĐč. ĐĐŸĐŽ ĐżĐŸ ĐżŃĐ”Đ¶ĐœĐ”ĐŒŃ ĐŽĐŸĐ±Đ°ĐČĐ»ŃĐ”Ń ŃазЎДлОŃĐ”Đ»Ń ĐŒĐ”Đ¶ĐŽŃ ĐžĐłŃĐŸĐČŃĐŒĐž Ń ĐŸĐŽĐ°ĐŒĐž ĐŽĐ»Ń Đ±ĐŸĐ»ŃŃĐ”Đč ĐœĐ°ĐłĐ»ŃĐŽĐœĐŸŃŃĐž. ĐŁŃŃĐ°ĐœĐŸĐČĐșа: ĐŁĐŽĐ°Đ»Đ”ĐœĐžĐ”: ОлО ĐČ ĐžĐłŃĐ”: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Spell Merchants 1.7.4T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 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: âą 'Always Viligant' always stops running when a hostile creature is seen via telepathy. âą 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. âą Compatible with ToME v1.6.0 Notes: âą 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. 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. Radius Amplification Device 1.7.4Range Amplification Device also improves the radius of spell/mind talents. This is probably a bad idea. 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 Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Homosuperior |
| Class | Cultist of Entropy |
| Level / Exp | 50 / 14480% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 150 (base 60) |
| Dexterity | 88 (base 60) |
| Constitution | 86 (base 60) |
| Magic | 101 (base 60) |
| Willpower | 118 (base 60) |
| Cunning | 86 (base 60) |
Resources
| Mana | 1613/1613 |
| Insanity | 0/100 |
| Vim | 1150/1150 |
| Life | 21880/21880 |
| Positive | 1061/1061 |
| Stamina | 1391/1391 |
| Paradox | 156 |
| Healing Factor | 1.4458352098045 |
| Regeneration | 277.06540125485 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | +265% |
| Spell | +215% |
| Global | +385% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 10 |
| See Stealth | 205.79034028398 |
| See Invisible | 274.1410531917 |
Offense: Mainhand
| Damage | 210 |
| Accuracy | 107 |
| Crit Chance | 100% |
| APR | 209 |
| Speed | 0.33 |
Offense: Spell
| Spellpower | 123 |
| Crit Chance | 100% |
| Speed | 0.31746031746032 |
| Cooldown Reduction | 95.55 |
Offense: Mind
| Mindpower | 125 |
| Crit Chance | 81% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Acid | +140% |
| Blight | +131% |
| Arcane | +214% |
| Cold | +195% |
| All | +33% |
| Physical | +167% |
| Lightning | +195% |
| Light | +201% |
| Temporal | +171% |
| Mind | +140% |
| Darkness | +159% |
| Fire | +300% |
| Nature | +131% |
Offense: Damage Penetration
| Acid | +133% |
| Blight | +148% |
| Arcane | +173% |
| Cold | +163% |
| All | +35% |
| Physical | +143% |
| Lightning | +163% |
| Light | +133% |
| Temporal | +170% |
| Mind | +148% |
| Darkness | +170% |
| Fire | +163% |
| Nature | +133% |
Defense: Base
| Armour (hardiness) | 239.1543678876 (100%) |
| Defense | 129 |
| Ranged Defense | 129 |
| Fatigue | 0 |
| Physical Save | 179 |
| Spell Save | 193 |
| Mental Save | 181 |
Defense: Resistances
| Acid | + 92%( 92%) |
| Blight | + 92%( 92%) |
| Arcane | + 92%( 92%) |
| Cold | + 92%( 92%) |
| All | +119%( 92%) |
| Physical | + 92%( 92%) |
| Lightning | + 92%( 92%) |
| Light | + 92%( 92%) |
| Temporal | + 92%( 92%) |
| Mind | + 92%( 92%) |
| Darkness | + 92%( 92%) |
| Fire | + 92%( 92%) |
| Nature | + 92%( 92%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Silence Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 385 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (32% 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. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 216 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 689% 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 Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (32% 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. |
Class Talents
| Spell / Fire alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Hounds | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Scourge drake | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Bone | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Void | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Archery | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Entropy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Rift | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Timethief | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Nether | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Bow Threading | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Oblivion | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Madness | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Chronophage | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Blade Threading | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Threaded Combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Manifold | 1.40 |
| 6/5 |
| 6/5 |
| 6/5 |
| Corruption / Vile life | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Fate Weaving | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Spacetime Weaving | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Beyond sanity | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Doom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Calamity | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Energy | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Keen Senses |
| talent | Jinxed Touch |
| talent | Range Amplification Device |
| talent | Twofold Curse |
| talent | Arcane Shield |
| talent | Weapon Folding |
| talent | Phase Pulse |
| talent | Apply Poison |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Premonition |
| talent | Grand Oration |
| talent | Body of Fire |
| talent | Shield of Light |
| talent | Temporal Hounds |
| talent | Revelation |
| talent | Volatile Poison |
| talent | Chant of Resistance |
| talent | Energy Decomposition |
| talent | Atrophy |
| talent | Bone Shield |
| talent | Weapon of Wrath |
| talent | Contingency |
| talent | Weapon of Light |
| talent | Aether Permeation |
| talent | Second Life |
| talent | Crippling Poison |
| talent | Elemental Discord |
| talent | Flame Infusion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to 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 harried rogue to the recall portal on level 2 of Norgos Lair. Escort: harried rogue (level 2 of Norgos Lair)As a reward you gained talent category Cunning / Poisons (at mastery 0.80). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Spell / Fire alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Arcane Shield (+2 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Arcane Shield (+2 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved talent Arcane Shield (+1 level(s)). | done |
You failed to protect the lost defiler from death by Aletta Soultorn. Escort: lost defiler (level 7 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by tae rale. Escort: temporal explorer (level 3 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 3861. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | 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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. 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 serendipity. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within3 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. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Flashmistress' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Wil +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Dmg.mod +6% light Res.pen +10% physical Melee Ret 6 light 4 darkness ----- def ----- Armour +5 Fatigue +4% Crit.chn- 15.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | maelstrom pouch of voratun shots of annihilation (23/23, 62-74 power, 15 apr)3.0 T5 shot ammo [Ego++] Arcane/Master Power 61.5 - 73.8 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +14.0% Capacity 23 Proj.spd +200% On Hit: * Create an explosion dealing 202 damage, split between arcane, fire, and lightning. Shots are used with slings to pummel your foes to death. |
| Light source | Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. The set is complete. While equipped: Stats +5 Str +5 Wil +5 Con +10 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% Phys.save +15 (+1 eff.) Spell.save +15 (+2 eff.) Mind.save +15 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 5.4 Pwr.cost 26 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 10 into utter confusion (power: 52%) for 3 turns. The sound wave is so strong, your foes also take 308.37 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
| Tool | Branytobar the dragonbone wand of shielding [power 536] (12 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Mind.crit +1% Mind.pwr +10 (+1 eff.) Dmg.mod +6% mind Res.pen +15% mind ----- def ----- Resists +6% blight Mind.save +6 (+1 eff.) ---------- misc Max.hate +2.00 Max.psi +50.00 Create a shield absorbing up to 536 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to reduce 3 talent cooldowns by 2. 100% to heal for 101. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 546.15 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 19 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
| 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 (+1 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 6.1 Pwr.cost 4 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 1178.22 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. |
| Around waist | Bomalin1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +4 Wil +4 Cun dps ---------- Phys.pwr +6 (+1 eff.) Apr +1 ----- def ----- Defense +25 (+4 eff.) Resists +8% acid +3% light +16% fire +8% cold +8% lightning Crit.chn- 10.00% Phys.save +11 (+1 eff.) Spell.save +21 (+2 eff.) Mind.save +16 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag, 40% Wil 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 (+7 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 113 power out of 195/200 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." |
| On hands | Unlightraven (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +10 Str +15 Mag +13 Wil +5 Con dps ---------- Phys.crit +20.0% Spell.crit +20% Mind.crit +20% Crit.mult +15.00% Spell.pwr +11 (+2 eff.) Melee+ 14 arcane Dmg.mod +9% acid +3% darkness +3% mind +8% arcane +15% all Res.pen +15% blight +10% all On Hit (Melee): * 10% chance to reduce all saves and defense by 57 * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +15 Resists +9% acid +10% arcane +6% darkness Disarm- +50% ---------- misc Masteries +0.10 Corruption/Brutality +0.10 Corruption/Wrath +0.20 Technique/Grappling Unarmed combat: Power 46.0 - 64.4 Physical Uses 60% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +21.0% Atk.spd 83% Melee+ +15 arcane On Hit: 10% Disarm 5 On Hit: 10% Manathrust 3 On Hit: 20% Obliterating Smash 3 On Crit: 20% Cripple 5 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 5.0 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 6 semicircle, dealing 178% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
| Main armor | Scale Mail of Kroltar (20 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. The set is complete. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +20 (+3 eff.) Fatigue +8% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +240.00 Devouring Flame: Level 5.4 Pwr.cost 29 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 359.61 fire damage in a radius of 8 each turn for 9 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
| 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 (+2 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+2 eff.) Resists +10% darkness +10% mind Mind.save +10 (+1 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. |
| Around neck | 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. |
Inventory
blink rune (range 7; phase 11; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 1 Travel.spd instantaneous Usage Speed Spell (32% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 11%, your defense is increased by 11 and all your resistances by 11%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 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 605 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. |
Rune of the Rift (622.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 1 Travel.spd instantaneous Usage Speed Spell (32% of a turn) Is a spell Description: Inflicts 1683.17 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, light, cold, arcane, darkness)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Spell (32% 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 acid, 4 physical, 3 light, 3 cold, 5 arcane, 5 darkness 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! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+0 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 20 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 682 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
serendipitous stralite amulet0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +13 (+2 eff.) Unseen.red 15% Amulets make your neck look great! |
Garkul's Teeth0.1 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 (+1 eff.) Mind.save +18 (+2 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 5.5 Pwr.cost 6 out of 48/48. Range 3 Travel.spd instantaneous Description: Release a powerful shout, doing 1770.50 physical damage in a radius 8 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. |
starseer's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +15 (+3 eff.) Dmg.mod +6% temporal +6% light +11% blight +11% fire +7% physical +7% darkness Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+1 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Barublek the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% acid +3% light +12% darkness Spell.save +3 (+1 eff.) Max.HP +33.00 HP.reg +2.00 Disease- +20% Disarm- +31% Confus- +20% Pinning- +42% Knockbk- +44% Rings make your fingers look great! |
Branodotir the Tidejam0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +17 Dex +2 Wil +7 Cun dps ---------- Dmg.mod +9% cold Res.pen +10% cold Acc +26 (+4 eff.) Melee Ret 4 blight ----- def ----- Resists +9% cold Silence- +50% ---------- misc Mana/turn +0.30 Rings make your fingers look great! |
short elm bonestaff of might (10-12 power, 2 apr, darkness element)5.0 T1 staff 1H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bregilachak (20-24 power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +11% Crit.mult +12.00% Phys.pwr +8 (+1 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +20% lightning Acc +7 (+1 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +6% blight +3% temporal +6% light ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 3.5 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 11 that illuminates the area and deals 787.81 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. This item has been sent to the Item's Vault. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 T3 staff 1H weapon [Unique] Arcane Power 24.0 - 28.8 Fire Uses 175% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+4 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 9 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
The Schism (19-23 power, 4 apr, arcane element) The Schism (19-23 power, 4 apr, arcane element)5.0 T3 staff 1H weapon [Unique] Arcane Power 19.0 - 22.8 Temporal Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Atk.spd 100% On Crit: 36% Unstable Vortex 2 While equipped: dps ---------- Spell.crit +5% S.pwr/crit +5 Dmg.mod +19% arcane +22% temporal Res.pen +23% arcane +16% temporal ----- def ----- Anom.red +13 ---------- misc Mana/turn +2.00 On Spell Hit: 14% Manahread 3 On Spell Hit: 25% Scismlash 3 Each turn the stats on this staff fluctuate and the damage type has a 50% chance to change from Temporal to Arcane and vice versa. This 'staff' is short enough to be wielded in one hand and is too unstable to command. This staff, whose upper half seems trapped in a never ending explosion, looks like it was an attempt to blend arcane and temporal energies. The result is both wildly successful and horribly unstable. |
magewarrior's short yew starstaff (20-24 power, 4 apr, physical element)5.0 T3 staff 1H weapon [Ego+] Master Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +6% Phys.pwr +5 (+1 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +20% physical Acc +7 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
short yew magestaff of illumination (20-24 power, 4 apr, cold element)5.0 T3 staff 1H weapon [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% cold ----- def ----- Defense +9 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.5 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 10 that illuminates the area and deals 676.22 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. |
magewarrior's short elven-wood vilestaff of wizardry (25-30 power, 5 apr, fire element)5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Mag +4 Wil dps ---------- Phys.crit +8.0% Spell.crit +7% Phys.pwr +10 (+2 eff.) Spell.pwr +29 (+5 eff.) Dmg.mod +25% fire Acc +10 (+1 eff.) ---------- misc Max.mana +46.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, fire element)5.0 T5 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+6 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
dragonbone starstaff 'Ce'Narin' (30-36 power, 6 apr, lightning element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil 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 +15% Crit.mult +40.00% Phys.pwr +12 (+2 eff.) Spell.pwr +33 (+5 eff.) Melee+ 31 fire Dmg.mod +30% lightning Res.pen +16% temporal Acc +11 (+2 eff.) ----- def ----- Resists +5% arcane Phys.save +19 (+2 eff.) Spell.save +14 (+2 eff.) Mind.save +21 (+2 eff.) Anom.red +20 Disease- +10% Cut- +10% ---------- misc See.Invis +19 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff (30-36 power, 6 apr, cold element)5.0 T5 staff 1H weapon [Ego+] Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +9% Phys.pwr +12 (+2 eff.) Spell.pwr +24 (+4 eff.) Dmg.mod +30% cold Acc +14 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone vilestaff of protection (30-36 power, 6 apr, acid element)5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +8% Phys.pwr +9 (+1 eff.) Spell.pwr +22 (+4 eff.) Dmg.mod +30% acid Acc +12 (+2 eff.) ----- def ----- Resists +15% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short dragonbone vilestaff of fate (30-36 power, 6 apr, blight element)5.0 T5 staff 1H weapon [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +15 (+3 eff.) Dmg.mod +30% blight ----- def ----- Phys.save +14 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +8 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Borosk's Hate (60-96 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 170% Mag, 40% Wil Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 150% Mag, 40% Wil Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. This item has been sent to the Item's Vault. |
Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Light Uses 155% Mag, 40% Wil Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 833.54 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 20 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Spellblade (50-70 power, 0 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 50.0 - 70.0 Physical Uses 160% Mag, 40% Wil Mastery Strength of Purpose 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 (+4 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. |
Ureslak's Flaming Femur (52-73 power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Fire burn Uses 150% Mag, 40% Wil Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers While equipped: dps ---------- All.spd +30% Dmg.mod +30% fire Res.pen +30% fire ----- def ----- Resists +45% fire A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 65% Dex, 85% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+1 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Oathblade (20-28 power, 2 apr) Oathblade (20-28 power, 2 apr)3.0 T2 longsword 1H weapon [Unique] Nature/Master Power 20.0 - 28.0 Physical Uses 40% Wil, 30% Dex, 140% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +5.0% Atk.spd 100% Block +23 Dmg.conv 20% light On Crit.r2 +16 physical While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/ret +1.70 Talents +1 Lightbound Oath +1 Block This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 47% chance to parry attacks, reducing damage taken by up to 25% and deal 302% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
Aardvark's blade of testing (10-14 power, 0 apr)3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 10.0 - 14.0 Physical Uses 150% Mag, 40% Wil Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Crit +1.5% Atk.spd 100% Block +12 While equipped: ---------- misc Talents +1 Lightbound Oath +1 Block This shouldn't be here.. best to put it back. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 80% Wil, 80% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+1 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Power 0.0 - 0.0 Physical Uses 50% Mag, 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 4.5 Pwr.cost 5 out of 8/8. Range 4 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Glorusetira the Dimgash (23/23, 54-64 power, 6 apr)3.0 T5 shot ammo [Rare] Master Power 53.5 - 64.2 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Acc+ +0.2% base dam (max 20%) Acc +11 Apr +6 Crit +7.0% Capacity 23 Ranged+ +16 darkness On Hit.r1 +4 darkness On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 88% * 20% chance to reduce damage dealt by 45% Shots are used with slings to pummel your foes to death. |
Blackfire Aegis (8 def, 18 armour, 235 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
flaming stralite shield of the twisted (0 def, 8 armour, 158.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire On shield block: * 20% chance to use Vile Rumination and lower the cooldown of up to 1 demented or corruption talent(s). This effect has a 20 turn cooldown. Melee Ret 7 fire ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
Baladufang (0 def, 10 armour, 209 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% mind On shield block: * Deals 351 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) * Cause enemies within radius 6 to bleed for 507 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +3% acid +16% cold +9% mind +3% temporal Max.HP +71.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Shieldsmaiden (5 def, 20 armour, 150 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+2 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
The Black Wall (12 def, 9 armour, 200 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+2 eff.) Rng.Def +15 (+3 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Unsetting Sun (16 def, 20 armour, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Defense +16 (+3 eff.) Rng.Def +17 (+3 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+2 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
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 (+2 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+2 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. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+2 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
luminate reinforced leather armour of Traekus (12 def, 7 armour)9.0 T4 light armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +2.0% Mind.crit +1% Crit.mult +12.00% Phys.pwr +3 (+1 eff.) Mind.pwr +4 (+0 eff.) Melee+ 18 light 15 temporal Melee Ret 12 light 12 temporal ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +14% light +19% temporal A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+3 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 42, based on Cunning and Magic) for 10 turns. Uses 29 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Shadowmaim of the Blightspawn (20 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +2 Wil +11 Cun +5 Con dps ---------- Dmg.mod +12% mind On Melee Ret: * 36% chance to reduce strength, dexterity, and constitution by 45 * 29% chance to reduce damage dealt by 45% ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Resists +27% lightning Phys.save +6 (+0 eff.) Spell.save +7 (+1 eff.) Mind.save +6 (+1 eff.) Max.HP +51.00 ---------- misc Psi/ret +0.16 A suit of armour made of leather. |
The Black Plate (25 def, 35 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con ----- def ----- Armour +35 Defense +25 (+4 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+1 eff.) Spell.save +25 (+3 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Bearzerker Girdle Bearzerker Girdle1.0 T2 belt armor [Unique] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Apr +8 ----- def ----- Armour +4 Phys.save +6 (+0 eff.) Spell.save +6 (+1 eff.) Max.HP +40.00 ---------- misc Stam/turn +1.00 Equi/turn -1.00 Size +1 20% chance when taking damage to for Bearzerker to activate on its own. 30 Turn Cooldown, shared with manual activation of this talent. Bearzerker: (Instant) Level 2.5 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Description: Transform into a giant angry bear for 7 turns. The duration of this effect is extended by 1 every time you make a kill and has a 50% chance to be extended by 1 when taking damage. For the duration, increases Strength and Constitution by 24, Physical Resistance by 72.0%, Physical Save by 48.00, and you deal an additional 48.00 Physical and Bleed damage with melee attacks. These bonuses scale with your physical power. This old leather belt seems to be covered in a thin layer of fur. Small bears are etched along its length and a crude paw has been painted on the buckle. This item has been sent to the Item's Vault. |
Oozeburst (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +25% nature +5% temporal On Hit (Melee): * 20% chance to slow global speed by 88% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +7 (+1 eff.) Phys.save +6 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resplendent cashmere cloak of Irzen's Pyre (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Mag +4 Wil dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 11 manaburn arcane 11 fire burn Ranged+ 8 manaburn arcane 10 fire burn Dmg.mod +8% fire burn +10% manaburn arcane ----- def ----- Defense +2 (+1 eff.) Res.Cap +8% all Max.HP +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.9 Pwr.cost 16 out of 28/28. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 739.41 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 29 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+0 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Poncho With No Name (0 def, 0 armour) Poncho With No Name (0 def, 0 armour)2.0 T2 cloak armor [Unique] Master While equipped: Stats +4 Lck +2 Dex dps ---------- Phys.crit +4.0% Ranged+ 12 physical ----- def ----- D.Red.from +11% Humanoid After killing a humanoid, gain a stack of Manhunter for 5 Turns. Each stack increases attack by 5, critical damage by 10% and all damage to humanoids by 10% This long hoodless poncho seems like it has seen better days. It is covered in patches from the various bounty hunters that have worn it over the years. This item has been sent to the Item's Vault. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 716.02 physical damage and knocking targets back 6 tiles within radius 4. 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. |
voratun gauntlets 'Blackjam' (0 def, 23 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +14 Con dps ---------- Phys.crit +15.0% Spell.crit +17% Mind.crit +18% Crit.mult +11.00% Melee+ 8 acid 8 light Dmg.mod +3% acid +4% light Res.pen +10% darkness +10% temporal Melee Ret 6 blight On Hit (Melee): * 22% chance to reduce damage dealt by 45% ----- def ----- Armour +23 Hardiness +5% Fatigue +5% Resists +9% blight +12% physical +3% darkness Spell.save +10 (+1 eff.) Unarmed combat: Power 40.5 - 56.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +11 Apr +15 Crit +21.0% Atk.spd 83% Dmg.conv 10% acid 10% light On Hit: 5% Stone Touch 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Eternal Night (0 def, 3 armour)2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Steel Helm of Garkul (0 def, 6 armour)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 (+1 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+1 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. This item has been sent to the Item's Vault. |
Xanalaith the Nightkill (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% mind Res.pen +25% darkness Melee Ret 8 darkness ----- def ----- Armour +7 Fatigue +4% Resists +6% light +9% darkness ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Fulugen the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +5 Mag +14 Cun +7 Con dps ---------- Res.pen +20% temporal ----- def ----- Armour +5 Fatigue +5% Resists +12% temporal Def/telep +17 Res/telep +17% Dur/telep +17% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Durykalthodin' (15 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% temporal ----- def ----- Armour +5 Defense +15 (+3 eff.) Fatigue +5% Resists +27% lightning +22% temporal +1% physical +13% fire +14% cold +15% acid Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +10.00 Talents +1 Slayer Slayer: Passive - Increase Physcrit by 2% per each enemy you can see in a radius of 2. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
34 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
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. |
Kindleidol2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% light +5% lightning Melee Ret 11 fire ----- def ----- Resists +12% light +6% fire ---------- misc Light +11 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. |
Astrion's Eye Astrion's Eye1.0 T2 lite [Unique] Nature While equipped: Stats +2 Wil dps ---------- Melee+ 12 frost burn Ranged+ 10 frost burn Res.pen +15% arcane +5% cold Against +7% Elemental ----- def ----- Affinity +6% cold Phys.save +7 (+0 eff.) Max.HP +41.00 Heal.mod +13% ---------- misc Light +3 A glowing blue crystal said to have been once been part of a powerful ice elemental. |
Flashbreacher1.0 T5 lite [Random Unique] Disrupt/Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +6% lightning Melee Ret 8 light ----- def ----- Resists +3% all Affinity +15% mind +15% light Spell.save +15 (+2 eff.) Die.at -90.16 life Max.HP +40.00 HP.reg +4.51 ---------- misc Light +10 Unleash a psionic blast, inflicting 684.00 Mind damage in radius 4 (based on Willpower), possibly confusing creatures in the area for 8 turns. Uses 12 power out of 30/30 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
nightwalker's dwarven lantern of clarity1.0 T5 lite [Ego+] Nature/Psionic While equipped: Stats +7 Wil dps ---------- Phys.crit +4.0% Crit.mult +16.00% Phys.pwr +10 (+2 eff.) ----- def ----- Mind.save +12 (+1 eff.) ---------- misc Light +10 See.Stealth +25 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 57 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Cold Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.5 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 321.72 physical damage in a radius of 7 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. |
Sigil of the Enclave Sigil of the Enclave2.0 T2 misc tool [Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +4 Wil ---------- misc Talents +1 Citadel +1 Slayer +1 Willbreaker Masteries +0.15 Demented/Oblivion +0.14 Psionic/Projection +0.15 Corruption/Bone +0.14 Cursed/Advanced shadowmancy Two talent increases on this item are guaranteed to be ones you know, the other two are random. The provided combination of talents on this item are passives that increase various stats based on the number of enemies around you in a radius of 2. A token carried by agents of the Enclave, a clandestine organization whose members master various disciplines not normally mixed togther. Whoever uesd to hold this sigil clearly didn't make the cut. |
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 Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
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. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 power out of 347/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1395.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
stralite torque of psionic shield [power 109] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 109 for 5 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+1 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 15 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"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? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Item Vault (Portable) Item Vault (Portable)0.0 vault [Plot Item] Unknown Access item vault. Uses 1 power out of 1/1 A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By tae rale the Homosuperior Cultist of Entropy level 44
3rd Mirth 123rd year of Ascendancy at 04:57 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By tae rale the Homosuperior Cultist of Entropy level 27
51st Regrowth 123rd year of Ascendancy at 12:07 see stats
A living one! (Nightmare (Roguelike) difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By tae rale the Homosuperior Cultist of Entropy level 50
51st Dusk 124th year of Ascendancy at 15:18 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By tae rale the Homosuperior Cultist of Entropy level 43
1st Mirth 123rd year of Ascendancy at 11:51 see stats
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By tae rale the Homosuperior Cultist of Entropy level 37
74th Pyre 123rd year of Ascendancy at 04:31 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By tae rale the Homosuperior Cultist of Entropy level 50
3rd Allure 124th year of Ascendancy at 06:04 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By tae rale the Homosuperior Cultist of Entropy level 50
9th Allure 124th year of Ascendancy at 12:49 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By tae rale the Homosuperior Cultist of Entropy level 50
78th Dusk 124th year of Ascendancy at 13:36 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By tae rale the Homosuperior Cultist of Entropy level 50
1st Allure 124th year of Ascendancy at 15:19 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By tae rale the Homosuperior Cultist of Entropy level 50
53rd Regrowth 125th year of Ascendancy at 06:58 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By tae rale the Homosuperior Cultist of Entropy level 22
24th Regrowth 123rd year of Ascendancy at 23:45 see stats
Clone War (Nightmare (Roguelike) difficulty)
Destroyed your own Shade.By tae rale the Homosuperior Cultist of Entropy level 50
80th Haze 124th year of Ascendancy at 19:58 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By tae rale the Homosuperior Cultist of Entropy level 9
17th Dusk 122nd year of Ascendancy at 13:21 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By tae rale the Homosuperior Cultist of Entropy level 49
60th Haze 123rd year of Ascendancy at 17:06 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By tae rale the Homosuperior Cultist of Entropy level 30
11st Pyre 123rd year of Ascendancy at 23:04 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By tae rale the Homosuperior Cultist of Entropy level 11
31st Haze 122nd year of Ascendancy at 14:21 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By tae rale the Homosuperior Cultist of Entropy level 28
56th Regrowth 123rd year of Ascendancy at 01:54 see stats
Entropy's End (Nightmare (Roguelike) difficulty)
Destroyed the Hypostasis of Entropy.By tae rale the Homosuperior Cultist of Entropy level 50
60th Dusk 125th year of Ascendancy at 09:45 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By tae rale the Homosuperior Cultist of Entropy level 50
58th Regrowth 125th year of Ascendancy at 11:48 see stats
Explorer (Nightmare (Roguelike) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By tae rale the Homosuperior Cultist of Entropy level 50
53rd Dusk 124th year of Ascendancy at 05:34 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By tae rale the Homosuperior Cultist of Entropy level 18
10th Regrowth 123rd year of Ascendancy at 07:42 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By tae rale the Homosuperior Cultist of Entropy level 49
50th Haze 123rd year of Ascendancy at 10:16 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By tae rale the Homosuperior Cultist of Entropy level 50
45th Regrowth 125th year of Ascendancy at 14:26 see stats
Gem of the Moon (Nightmare (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By tae rale the Homosuperior Cultist of Entropy level 50
26th Regrowth 125th year of Ascendancy at 20:54 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By tae rale the Homosuperior Cultist of Entropy level 14
46th Haze 122nd year of Ascendancy at 21:22 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By tae rale the Homosuperior Cultist of Entropy level 27
51st Regrowth 123rd year of Ascendancy at 12:11 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By tae rale the Homosuperior Cultist of Entropy level 50
9th Allure 124th year of Ascendancy at 12:51 see stats
Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By tae rale the Homosuperior Cultist of Entropy level 48
27th Haze 123rd year of Ascendancy at 02:35 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By tae rale the Homosuperior Cultist of Entropy level 10
31st Haze 122nd year of Ascendancy at 01:14 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By tae rale the Homosuperior Cultist of Entropy level 20
19th Regrowth 123rd year of Ascendancy at 09:14 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By tae rale the Homosuperior Cultist of Entropy level 30
1st Time of Balance 123rd year of Ascendancy at 17:28 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By tae rale the Homosuperior Cultist of Entropy level 40
77th Pyre 123rd year of Ascendancy at 10:41 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By tae rale the Homosuperior Cultist of Entropy level 50
60th Haze 123rd year of Ascendancy at 17:06 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By tae rale the Homosuperior Cultist of Entropy level 16
9th Decay 122nd year of Ascendancy at 13:55 see stats
Myths of an age past (Nightmare (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By tae rale the Homosuperior Cultist of Entropy level 27
51st Regrowth 123rd year of Ascendancy at 12:07 see stats
Once bitten, twice shy (Nightmare (Roguelike) difficulty)
Escaped the Anteroom of Agony.By tae rale the Homosuperior Cultist of Entropy level 44
5th Dusk 123rd year of Ascendancy at 13:55 see stats
Oozemancer (Nightmare (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By tae rale the Homosuperior Cultist of Entropy level 48
38th Haze 123rd year of Ascendancy at 07:34 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By tae rale the Homosuperior Cultist of Entropy level 50
66th Haze 124th year of Ascendancy at 17:32 see stats
Overpowered! (Nightmare (Roguelike) difficulty)
Did over 6000 damage in one attack.By tae rale the Homosuperior Cultist of Entropy level 50
51st Dusk 124th year of Ascendancy at 13:02 see stats
Pest Control (Nightmare (Roguelike) difficulty)
Killed 1000 reproducing vermin.By tae rale the Homosuperior Cultist of Entropy level 50
23rd Pyre 125th year of Ascendancy at 07:06 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By tae rale the Homosuperior Cultist of Entropy level 33
61st Pyre 123rd year of Ascendancy at 08:40 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By tae rale the Homosuperior Cultist of Entropy level 50
8th Regrowth 125th year of Ascendancy at 04:03 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By tae rale the Homosuperior Cultist of Entropy level 47
3rd Haze 123rd year of Ascendancy at 00:26 see stats
Sequence Master (Nightmare (Roguelike) difficulty)
Use 5 different glyph sequences.By tae rale the Homosuperior Cultist of Entropy level 50
60th Dusk 125th year of Ascendancy at 09:31 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By tae rale the Homosuperior Cultist of Entropy level 29
1st Time of Balance 123rd year of Ascendancy at 06:31 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By tae rale the Homosuperior Cultist of Entropy level 9
31st Haze 122nd year of Ascendancy at 01:07 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By tae rale the Homosuperior Cultist of Entropy level 50
60th Haze 123rd year of Ascendancy at 18:00 see stats
Slime killer party (Nightmare (Roguelike) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By tae rale the Homosuperior Cultist of Entropy level 49
40th Haze 123rd year of Ascendancy at 20:16 see stats
Slimefest (Nightmare (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By tae rale the Homosuperior Cultist of Entropy level 49
39th Haze 123rd year of Ascendancy at 15:48 see stats
Tactical master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By tae rale the Homosuperior Cultist of Entropy level 50
58th Regrowth 125th year of Ascendancy at 11:47 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By tae rale the Homosuperior Cultist of Entropy level 27
51st Regrowth 123rd year of Ascendancy at 12:07 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By tae rale the Homosuperior Cultist of Entropy level 9
11st Haze 122nd year of Ascendancy at 05:24 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By tae rale the Homosuperior Cultist of Entropy level 27
51st Regrowth 123rd year of Ascendancy at 12:07 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By tae rale the Homosuperior Cultist of Entropy level 29
1st Time of Balance 123rd year of Ascendancy at 17:28 see stats
The Sun Still Shines (Nightmare (Roguelike) difficulty)
Aeryn survived the last battle.By tae rale the Homosuperior Cultist of Entropy level 50
58th Regrowth 125th year of Ascendancy at 11:48 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By tae rale the Homosuperior Cultist of Entropy level 44
7th Mirth 123rd year of Ascendancy at 06:23 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By tae rale the Homosuperior Cultist of Entropy level 15
52nd Haze 122nd year of Ascendancy at 06:23 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By tae rale the Homosuperior Cultist of Entropy level 50
7th Dusk 124th year of Ascendancy at 22:51 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By tae rale the Homosuperior Cultist of Entropy level 5
2nd Summertide 122nd year of Ascendancy at 20:08 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By tae rale the Homosuperior Cultist of Entropy level 2
1st Summertide 122nd year of Ascendancy at 07:09 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By tae rale the Homosuperior Cultist of Entropy level 42
1st Mirth 123rd year of Ascendancy at 09:30 see stats
Well trained (Nightmare (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By tae rale the Homosuperior Cultist of Entropy level 50
27th Regrowth 125th year of Ascendancy at 00:03 see stats
Log
--------------------------------
PAI_STATE_EXPLORE
--------------------------------
Temporal hound is no longer out of phase.
PAI_STATE_EXPLORE
--------------------------------
PAI_STATE_EXPLORE
--------------------------------
PAI_STATE_EXPLORE
--------------------------------
You are yanked out of this place!
AI stopped: Dialog displayed
--------------------------------
You gain 100.00 gold from the transmogrification of 5 bloodstone.
You extract bloodstone from wanderer's pair of voratun boots of momentum (0 def, 5 armour)
You gain 7.00 gold from the transmogrification of ornate drakeskin leather armour of cold resistance (20 def, 8 armour).
You gain 7.13 gold from the transmogrification of sun-touched dragonbone longbow of lightning.
You extract pearl from plaguebringer's voratun mace of ruin (46-65 power, 6 apr)
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
The raging fire around tae rale calms down and disappears.



































































































































































































































































































