










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Experience Controller 1.4.8
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 1.5.4Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.5.0Donators/Buyers bonus! Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Better Item Description 1.5.5This 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 Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Select your Escorts 1.5.0Allows 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. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: nsrr's Exotic Weapons 1.4.8 Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Raccoonian Race 1.3.0Adds Raccoonian as a playable race, a forest creature with keen senses.Raccoonians are usually timid and reclusive, albeit some individuals crave for a more adventurous lifestyle. They possess agile limbs, natural cunning, keen senses and strong bonds with their animal ancestry. They do not practice arcane magic and have no talent for it. Stat modifiers:
Life per level: 11Experience modifier: +15% Racial talents:Raccoonian Malice: Passive. Boosts your racial aptitudes for malice and thievery, increasing cunning and dexterity.Raccoonian Senses: Sustained. Focus on the scents and noises around you, revealing all creatures in a radius which scales with your cunning. Your deep focus will also slow you down while active.Rockstar Raccoon Rampage: Active. Enter a destructive rampage state, boosting your movement speed for a short amount of time. Besides, once per turn you unleash your destructive behaviour, granting a free attack to a random adjacent enemy as phyisical damage.Raccoonian Rage: Passive. Your animal nature makes you react to pain and wounds with a wild frenzy, giving you action speed scaling with your missing live percentage. Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. 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. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Fallen |
| Class | Archmage |
| Level / Exp | 70 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Porarilaith the dozing great wolf at level 15 on the 9th Mirth 122nd year of Ascendancy at 06:00 1 / 6Killed by Beteyath the large white snake at level 16 on the 1st Flare 122nd year of Ascendancy at 18:20 Killed by Neriba the heavy bone giant at level 70 on the 9th Dusk 122nd year of Ascendancy at 10:49 Killed by Polarana the mean looking elven guard at level 70 on the 13rd Dusk 122nd year of Ascendancy at 14:43 Killed by Genne the elven blood mage at level 70 on the 14th Dusk 122nd year of Ascendancy at 03:26 Killed by Chosen of Nurgle at level 70 on the 17th Dusk 122nd year of Ascendancy at 14:46 |
Primary Stats
| Strength | 106 (base 80) |
| Dexterity | 15 (base 10) |
| Constitution | 56 (base 32) |
| Magic | 111 (base 80) |
| Willpower | 92 (base 80) |
| Cunning | 91 (base 80) |
Resources
| Life | 461/461 |
| Mana | 653/653 |
| Psi | 684/684 |
| Healing Factor | 0.50530973451327 |
| Regeneration | 0.12632743362832 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -52.941030363192% |
| Spell | 0% |
| Global | +149.07570422535% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 19.645393942387 |
| See Invisible | 45.659437912142 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 30 |
| Crit Chance | 54% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 71 |
| Crit Chance | 64% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +29% |
| Arcane | +54% |
| Cold | +19% |
| All | +13% |
| Lightning | +19% |
| Light | +13% |
| Physical | +32% |
| Mind | +28% |
| Fire | +25% |
| Nature | +36% |
Offense: Damage Penetration
| Acid | +24% |
| Lightning | +28% |
| Nature | +19% |
| Arcane | +24% |
| Mind | +28% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 33.625041161517 (30%) |
| Defense | 58 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 64 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Arcane | + 34%( 70%) |
| Mind | + 29%( 70%) |
| All | 0%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 11%( 70%) |
| Darkness | + 14%( 70%) |
| Cold | 0%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 0% |
| Fear Resistance | 0% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Taints | Effective talent level: 1.0 Taint: GatingUse mode: Activated Range: 6 Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Summons a random horror to attack your enemies. After 10 turns the horror will become hostile to you. You can also use this taint to banish a summoned horror. Scales with Taintmarks, which will increase when you inscribe a Taint. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 525 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 635 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Psionic / Solipsism | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Psionic / Thought-Forms | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 6/5 |
| 6/5 |
| 3/5 |
| 6/5 |
| Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 6/5 |
| 6/5 |
| 7/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 7/5 |
| 7/5 |
| 0/5 |
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 7/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 7/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Fallen | 1.00 |
| 7/5 |
| 7/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| Adventure / Partner | 1.00 |
| 23/46 |
| 19/35 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Psionic / Feedback | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.31 |
| 5/5 |
| 5/5 |
| 5/5 |
| 6/5 |
| Psionic / Dream Forge | 1.30 |
| 5/5 |
| 1/5 |
| 6/5 |
| 5/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 7/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Adventure Friendly Fire Disabler |
| talent | Quicken Spells |
| talent | Arcane Shield |
| talent | Blur Sight |
| talent | Arcane Power |
| talent | Burning Wake |
| talent | Forge Shield |
| talent | Feather Wind |
| talent | Spellcraft |
| talent | Phantasmal Shield |
| talent | Shielding |
| talent | Keen Senses |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| detrimental effect | Dalos the Infinite has heard the hateful whisper. Hateful Whisper |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+49% global speed). Clarity |
Quests
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 grave | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +1. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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). | failed |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Equipment
| On feet | Glorimiyamina the pair of hardened leather boots (0 def, 9 armour)2.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Res.pen +10% arcane ----- def ----- Armour +9 Fatigue -1% Resists +9% lightning +11% temporal Phys.save +10 (+0 eff.) Spell.save +9 (+0 eff.) Mind.save +10 (+2 eff.) ---------- misc Mana/s.crit +2.00 Infravis +5 Telepathy Dragon A pair of boots made of leather. |
| Light source | dwarven lantern 'Bilereaper'1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +6% nature Res.pen +15% acid +5% nature +9% all Apr +10 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +15 (+4 eff.) Resists +6% nature +3% acid Phys.save +20 (+0 eff.) Spell.save +16 (+0 eff.) Mind.save +20 (+5 eff.) Max.HP +70.00 ---------- misc Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | cashmere wizard hat 'Glittertrail' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +4 Wil +4 Cun +5 Con dps ---------- Mind.crit +6% Dmg.mod +29% arcane ----- def ----- Defense +2 (+0 eff.) Resists +15% light +9% lightning Mind.save +15 (+4 eff.) Confus- -20% Fear- -20% ---------- misc Max.mana +34.00 Light +3 Hateful Whisper: Puts all charms on 15 cooldown Level 4.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 265 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| Tool | ash wand of conjuration 'Treewedge' [power 157] (10 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +5% nature Melee Ret 8 arcane 4 nature ---------- misc Talents +1 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 78 to 157 Puts all charms on 10 cooldown 100% to regenerate 3 positive energy. 100% to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Silerevena the stralite ring0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +3 Wil +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +17% nature +9% acid Acc +14 (+7 eff.) Apr +15 ----- def ----- Defense +11 (+3 eff.) Resists +34% nature Crit.dmg- 10.00% ---------- misc Light +1 Telepathy Dragon Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Ulfohir the stralite ring0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +7 Mag +9 Con dps ---------- Phys.pwr +19 (+5 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +12% arcane Res.pen +5% arcane ----- def ----- Spell.save +14 (+0 eff.) Heal/summ +30 ---------- misc Max.psi +10.00 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
| Around waist | Velassra the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Mag dps ---------- Mind.pwr +12 (+3 eff.) Dmg.mod +9% mind On Hit (Melee): * 20% chance to disease ----- def ----- Armour +10 Defense +9 (+2 eff.) Phys.save +26 (+0 eff.) Mind.save +3 (+1 eff.) Heal/summ +10 ---------- misc Mana/turn +0.26 Max.mana +31.00 Max.psi +30.00 A belt that goes around your waist. |
| In main hand | stralite battleaxe 'Demonmaim' (Corpses) (171% power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Master Power 172% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Phasing +10% Melee+ +12 darkness On Hit: * 31% chance to daze at end of turn While equipped: Stats +11 Str +5 Dex +5 Mag +3 Wil +5 Cun +2 Con dps ---------- S.pwr/crit +2 Dmg.mod +19% physical Res.pen +19% lightning Acc +14 (+7 eff.) ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.08 Stam/ret +3.00 Mana/s.crit +1.00 Vim/s.crit +3.00 Massive two-handed battleaxes. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 91.43 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | Helllore (3 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +10 (+2 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +6% mind +13% all Res.pen +9% mind Melee Ret 4 mind ----- def ----- Defense +3 (+1 eff.) Resists +12% fire +23% mind +14% darkness Phys.save +15 (+0 eff.) Spell.save +13 (+0 eff.) Mind.save +58 (+14 eff.) ---------- misc Psi/turn +0.58 Max.psi +17.00 Telepathy Demon/Minor Demon/Major The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+0 eff.) Mind.save +6 (+1 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Zerasta the Mirespiker0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +7% acid +7% fire +6% cold +6% lightning Res.pen +10% mind Melee Ret 12 nature ----- def ----- Resists +18% lightning +3% nature +6% mind Stun/Frz- +32% ---------- misc Masteries +0.31 Celestial/Chants Amulets can have magical properties. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune (222 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 222.50 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 15; dur 27; see horror)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (15 radius) and to allow you to see invisible and stealthed creatures (power 21) for 27 turns. Your mind will become more receptive for 27 turns, allowing you to sense any horror around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel amulet 'Fogreaper'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Crit.mult +12.00% Acc +6 (+3 eff.) Apr +11 Melee Ret 8 darkness ----- def ----- Resists +6% nature ---------- misc Masteries +0.12 Spell/Water Amulets can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings can have magical properties. |
titan's copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Phys.save +6 (+0 eff.) Rings can have magical properties. |
Hanunariharathad0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +2% S.pwr/crit +4 ----- def ----- Fatigue -5% Max.HP +20.00 Blind- +25% Disarm- +21% Pinning- +20% Knockbk- +20% ---------- misc Max.enc +25 Mana/s.crit +1.00 Infravis +3 See.Stealth +8 See.Invis +7 Rings can have magical properties. |
steel ring 'Xura'0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Crit.mult +10.00% Spell.pwr +5 (+1 eff.) Dmg.mod +11% mind ----- def ----- Resists +11% mind Max.HP +25.00 Disarm- +21% Pinning- +20% Knockbk- +22% Rings can have magical properties. |
elm magestaff (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's yew magestaff of protection (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning ----- def ----- Resists +10% lightning +11% temporal +9% darkness Anom.red +19 Def/telep +19 Res/telep +14% Dur/telep +25% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Torahor' (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +20 mind While equipped: Stats +1 Mag dps ---------- Spell.crit +13% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning Res.pen +10% arcane Melee Ret 8 arcane On Hit (Melee): * 13% chance to disease ----- def ----- Resists +5% arcane ---------- misc Mana/turn +0.14 Vim/s.crit +4.00 Max.mana +70.00 Max.vim +25.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of fate (129% power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+3 eff.) Dmg.mod +25% blight ----- def ----- Phys.save +9 (+0 eff.) Spell.save +9 (+0 eff.) Mind.save +9 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood vilestaff (136% power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+3 eff.) Dmg.mod +30% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff (129% power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% light ---------- misc Mana/turn +0.23 Max.mana +58.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood magestaff (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) S.pwr/crit +6 Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
insidious stralite battleaxe of erosion (158% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Nature Power 158% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +54 insidious poison +14 temporal +20 nature Massive two-handed battleaxes. |
warbringer's dwarven-steel greatmaul of purging (154% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Disrupt/Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +20 nature On Hit: * 25% chance to remove a magical effect While equipped: Stats +6 Con dps ---------- Phys.pwr +14 (+4 eff.) Res.pen +14% physical ----- def ----- Disarm- +34% Massive two-handed mauls. |
Spectral Blade (127% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +25 Crit +3.0% Atk.spd 111% Melee+ +10 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
steel greatsword of erosion (124% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 124% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 nature +16 temporal Massive two-handed swords. |
truestriking blue-steel trident of the mystic (119% power, 8 apr)3.0 T2 trident 2H weapon [Ego+] Arcane/Master Power 120% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Atk.spd 91% While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +12 (+3 eff.) Res.pen +13% physical Acc +13 (+7 eff.) Apr +12 A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
insidious dwarven-steel mace of erosion (129% power, 4 apr)3.0 T3 mace 1H weapon [Ego] Nature Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +24 insidious poison +13 temporal +10 nature Blunt and deadly. |
Xemina (146% power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +21 insidious poison On Crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing While equipped: Stats +1 Dex +2 Wil dps ---------- Phys.crit +21.0% Crit.mult +15.00% Phys.pwr +10 (+3 eff.) Apr +9 ----- def ----- Armour +2 Resists +2% physical Mind.save +6 (+1 eff.) Disarm- +10% Blunt and deadly. |
steel waraxe 'Yvugath' (117% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 117% Range: 1.4x Uses 100% Str Dmg Blight Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 acid +8 cold On Crit: * splashes the target with acid While equipped: ---------- misc Mana/turn +0.04 Mana/s.crit +3.00 One-handed war axes. |
insidious stralite waraxe of massacre (147% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Nature/Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +29 insidious poison One-handed war axes. |
balanced stralite dagger of massacre (142% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Master Power 143% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +28% Sharp, short and deadly. |
chilling stralite dagger of massacre (148% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane/Master Power 148% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 cold Sharp, short and deadly. |
insidious stralite dagger (135% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Nature Power 135% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +34 insidious poison Sharp, short and deadly. |
Charged Focus (100% power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Lightning Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
creative thorny mindstar of life (91% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 92% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +17.00% Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +24.00 HP.reg +0.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ivolle the living mindstar (115% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic This natural frost should be returned to the wyrm. Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Phasing +10% On Crit.r2 +12 physical On Hit: * 23 arcane resource burn On Crit: * burns latent spell energy While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +8% arcane +12% cold Res.pen +16% cold Melee Ret 13 ice ----- def ----- Armour +14 Resists +17% cold Spell.save +8 (+0 eff.) ---------- misc Hate/kill +5.00 Psi/kill +3.00 Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 168.96 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dwarven-steel steamgun of lightning4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Arcane/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun of nature4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +21 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +10% nature ----- def ----- Resists +4% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun of true shot4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +7.0% Acc +10 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of steel shots of daylight (16/19, 116% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane/Master Power 116% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 19 Ranged+ +9 light +7 bleed Against +10% Undead On Crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Shots are used with slings to pummel your foes to death. |
arcing pouch of dwarven-steel shots of vileness (14/16, 135% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 136% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 16 Ranged+ +10 blight +10 lightning On Hit: * 10% chance to disease * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
stralite shield of temporal resistance (+13%) (10 def, 2 armour, 136.5 block)7.0 T4 shield armor Reqs Heavy Armour Training 2 [Ego] Nature While equipped: dps ---------- On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +13% temporal ---------- misc Talents +4 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of time (+10%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +10% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mardibers (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Str +4 Mag +5 Wil dps ---------- Mind.crit +3% Spell.pwr +11 (+2 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +8% lightning +6% physical +7% cold +6% all Res.pen +10% mind Melee Ret 4 acid ----- def ----- Resists +7% lightning +5% cold +6% acid Mind.save +17 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of light (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% arcane +10% light ----- def ----- Resists +15% light ---------- misc Max.mana +38.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of blight (+15%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane/Psionic While equipped: Stats +6 Mag +7 Wil dps ---------- Dmg.mod +15% blight ----- def ----- Defense +3 (+1 eff.) Resists +15% blight ---------- misc Mana/turn +0.30 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of the mind (+11%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Defense +3 (+1 eff.) Resists +11% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betuldamina the elven-silk robe (5 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +17% mind +13% blight ----- def ----- Defense +5 (+1 eff.) Resists +10% lightning +9% darkness +22% fire +22% blight +8% cold +17% mind +14% light Phys.save +15 (+0 eff.) Spell.save +67 (+0 eff.) Mind.save +16 (+4 eff.) Pinning- +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe of blight (+7%) (5 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Defense +5 (+1 eff.) Resists +7% lightning +10% darkness +19% blight +11% fire +10% cold +9% light Phys.save +13 (+0 eff.) Spell.save +33 (+0 eff.) Mind.save +13 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of darkness (+24%) (5 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +16% darkness +14% arcane ----- def ----- Defense +5 (+1 eff.) Resists +24% darkness ---------- misc Max.mana +35.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating hardened leather armour of lightning resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +18% lightning HP.reg +5.00 ---------- misc Stam/turn +1.70 A suit of armour made of leather. |
rejuvenating drakeskin leather armour of resilience (5 def, 8 armour)9.0 T5 light armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Max.HP +32.00 HP.reg +6.50 ---------- misc Stam/turn +1.80 A suit of armour made of leather. |
spiked voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy Armour Training [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Max.HP +40.00 HP.reg +1.90 Heal.mod +20% A suit of armour made of mail. |
prismatic dwarven-steel plate armour of spell shielding (5 def, 11 armour)17.0 T3 massive armor Reqs Heavy Armour Training 3 [Ego] Arcane While equipped: ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Resists +7% arcane +13% light +13% darkness Spell.save +16 (+0 eff.) A suit of armour made of metal plates. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
cleansing hardened leather belt of dampening1.0 T3 belt armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +17% acid +9% blight +7% fire +8% cold +8% lightning A belt that goes around your waist. |
enveloping linen cloak of battle (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Fatigue -3% Phys.save +5 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak (9 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Defense +9 (+2 eff.) Phys.save +8 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayesetira the Forestorder (10 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +3% nature Res.pen +10% acid +5% nature Melee Ret 16 acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Defense +10 (+3 eff.) Rng.Def +13 (+3 eff.) Fatigue +3% Resists +3% nature Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of hardened leather boots 'Skykin' (16 def, 14 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee Ret 16 lightning ----- def ----- Armour +14 Defense +16 (+4 eff.) Fatigue +3% Resists +3% acid Silence- +37% Disarm- +15% Confus- +31% Pinning- +5% Stun/Frz- +36% ---------- misc Infravis +2 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of hardened leather boots of uncanny dodging (2 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+0 eff.) Rng.Def +2 (+1 eff.) Fatigue +3% A pair of boots made of leather. |
traveler's pair of hardened leather boots of uncanny dodging (2 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+0 eff.) Rng.Def +7 (+2 eff.) Fatigue -2% Phys.save +7 (+0 eff.) ---------- misc Max.enc +36 A pair of boots made of leather. |
Frost Treads (Corpses) (1 def, 4 armour)2.0 T2 feet armor Reqs Dex 16 [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
insulating pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +8% fire +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of evasion (15 def, 4 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +15 (+4 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
linen wizard hat of frost (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +15% cold A pointy cloth hat, very wizardly... |
insulating cashmere wizard hat of frost (+27%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% cold ----- def ----- Defense +2 (+0 eff.) Resists +5% fire +27% cold A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 57.77 to 173.32 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
hardened leather cap of dexterity (+7) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +7 Dex ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of dexterity (+3) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour)3.0 T4 head armor Reqs Heavy Armour Training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +5 (+0 eff.) Spell.save +5 (+0 eff.) Mind.save +5 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
651 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal brass lantern1.0 T1 lite [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Light +4 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. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+0 eff.) Heal.mod +11% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (144 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
supercharged elm totem of cure ailments [power 1] (12 cooldown)2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
Betimina [power 14] (6 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+2 eff.) Dmg.mod +3% mind ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +6% nature ---------- misc Hate/m.crit +2.00 Talents +4 Void Blast +3 Volcano Cooldown Volcano -2 Reveal the area around you, dispelling darkness (radius 14, power 93 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 14 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Dalos the Infinite the Fallen Archmage level 70
16th Dusk 122nd year of Ascendancy at 18:55 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Dalos the Infinite the Fallen Archmage level 70
16th Dusk 122nd year of Ascendancy at 16:45 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Dalos the Infinite the Fallen Archmage level 10
5th Mirth 122nd year of Ascendancy at 01:45 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Dalos the Infinite the Fallen Archmage level 20
2nd Flare 122nd year of Ascendancy at 09:55 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Dalos the Infinite the Fallen Archmage level 30
3rd Flare 122nd year of Ascendancy at 01:33 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Dalos the Infinite the Fallen Archmage level 40
4th Flare 122nd year of Ascendancy at 05:16 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Dalos the Infinite the Fallen Archmage level 50
5th Flare 122nd year of Ascendancy at 12:53 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Dalos the Infinite the Fallen Archmage level 65
8th Flare 122nd year of Ascendancy at 20:39 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Dalos the Infinite the Fallen Archmage level 51
6th Flare 122nd year of Ascendancy at 04:01 see stats
Take you with me (Nightmare (Adventure) difficulty)
Killed a boss while already dead.By Dalos the Infinite the Fallen Archmage level 70
14th Dusk 122nd year of Ascendancy at 01:35 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Dalos the Infinite the Fallen Archmage level 70
2nd Dusk 122nd year of Ascendancy at 23:41 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Dalos the Infinite the Fallen Archmage level 70
7th Dusk 122nd year of Ascendancy at 02:57 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Dalos the Infinite the Fallen Archmage level 50
6th Flare 122nd year of Ascendancy at 01:05 see stats
Log
Dalos the Infinite activates Phantasmal Shield.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Dalos the Infinite deactivates Arcane Power.
Dalos the Infinite deactivates Arcane Power.
Dalos the Infinite deactivates Feather Wind.
Dalos the Infinite deactivates Feather Wind.
Dalos the Infinite deactivates Adventure Friendly Fire Disabler.
Dalos the Infinite deactivates Adventure Friendly Fire Disabler.
Dalos the Infinite deactivates Phantasmal Shield.
Dalos the Infinite deactivates Phantasmal Shield.
Dalos the Infinite deactivates Spellcraft.
Dalos the Infinite deactivates Spellcraft.
Dalos the Infinite deactivates Quicken Spells.
Dalos the Infinite deactivates Quicken Spells.
Dalos the Infinite deactivates Burning Wake.
Dalos the Infinite deactivates Burning Wake.
Dalos the Infinite deactivates Shielding.
Dalos the Infinite deactivates Shielding.
Dalos the Infinite deactivates Arcane Shield.
Dalos the Infinite deactivates Arcane Shield.
Dalos the Infinite deactivates Blur Sight.
Dalos the Infinite deactivates Blur Sight.
Dalos the Infinite deactivates Keen Senses.
Dalos the Infinite deactivates Keen Senses.
Dalos the Infinite deactivates Forge Shield.
Dalos the Infinite deactivates Forge Shield.




































































































































































