










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 50 / 3283% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 106 (base 66) |
Dexterity | 109 (base 64) |
Constitution | 55 (base 18) |
Magic | 112 (base 61) |
Willpower | 27 (base 9) |
Cunning | 83 (base 39) |
Resources
Life | 2256/2256 |
Insanity | 0/100 |
Steam | 100/100 |
Healing Factor | 2.5 |
Regeneration | 118.125 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +51.31788189224% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 5 |
See Stealth | 46.23729810914 |
See Invisible | 72.23729810914 |
ESP Range | 10 |
ESP Kinds | demon/minor, animal/canine, demon/major |
Offense: Mainhand
Damage | 262 |
Accuracy | 74 |
Crit Chance | 70% |
APR | 60 |
Speed | 1.00 |
Offense: Spell
Spellpower | 95 |
Crit Chance | 66% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Acid | +36% |
Lightning | +45% |
Darkness | +56% |
Cold | +27% |
Blight | +36% |
Arcane | +24% |
Mind | +42% |
All | +18% |
Offense: Damage Penetration
Acid | +24% |
Blight | +28% |
Arcane | +44% |
Darkness | +67% |
All | +14% |
Defense: Base
Armour (hardiness) | 53.5 (80%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 16 |
Physical Save | 56 |
Spell Save | 44 |
Mental Save | 64 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 53%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 27%( 70%) |
All | + 19%( 70%) |
Lightning | + 59%( 70%) |
Light | + 24%( 70%) |
Temporal | + 40%( 70%) |
Mind | + 21%( 70%) |
Darkness | + 33%( 70%) |
Fire | + 54%( 70%) |
Nature | + 69%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 68% |
Disarm Resistance | 100% |
Confusion Resistance | 100% |
Silence Resistance | 88% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 57% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 660 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 150 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 230% efficiency and cooldown mod of 63%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 807% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 236% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Demented / Path of horror | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Race / Drem | 1.00 |
| 4/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chaos Orbs |
talent | Chant of Fortitude |
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by orc pyromancer. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by carrion worm mass. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Voridatta the snow giant chieftain. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by wretchling. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Xykira the midge swarm. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Possessed. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 298. | 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 the fox. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. 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 serendipity. You have aided Agrimley the hermit in creating an elixir of focus. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | ![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Physical Power +7 (+1 eff.) Spellpower +14 (+3 eff.) Mindpower +6 (+2 eff.) Ignore resists +20% darkness defense ------ Armor +7 Fatigue +4% Resistance +21% fire +9% nature +10% cold Physical save +15 (+4 eff.) Silence Resist +38% Confus Resist +50% Pinning Resist +25% Stun Resist +39% Knockbk Resist +25% Teleport Resist +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 0.0 Encumbrance T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Mag offense ------ Spell Crit +3% Spellpower +13 (+3 eff.) Damage +15% mind Ignore resists +14% all Ignore Armor +15 On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 defense ------ Physical save +11 (+3 eff.) Healmod +27% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +15 Dex offense ------ Physical Crit +3.0% Accuracy +5 (+1 eff.) defense ------ Armor +5 Defense +20 (+6 eff.) Fatigue +5% Resistance +13% nature Spell save +8 (+3 eff.) Life +87.00 Healmod +17% Silence Resist +50% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 841.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Wil offense ------ Critical power +10.00% Spellpower +5 (+1 eff.) other ------- Vim-on-crit +2.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to heal for 38. 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +15 Cun +15 Mag offense ------ Spell Crit +6% Spellpower +30 (+6 eff.) Spellpower/crit +8 Ignore resists +15% blight +15% arcane defense ------ Life +95.00 Life Regen +16.00 Healmod +18% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.08 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +6 Mag +7 Cun +10 Con offense ------ Physical Power +12 (+1 eff.) Spellpower +29 (+6 eff.) Damage +18% acid +9% mind +9% all Ignore resists +15% arcane When Hit 34 darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Resistance +9% acid +5% arcane Physical save +20 (+6 eff.) Life +100.00 Life Regen +19.00 Healmod +68% other ------- Infravision +3 See Invis +14 Telepathy Demon/Major Demon/Minor Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +6 Wil offense ------ Physical Crit +5.0% Critical power +13.00% Physical Power +17 (+2 eff.) Ignore resists +20% darkness +10% acid On-Hit (Melee): * 20% chance to reduce armor by 48% * 20% chance to reduce damage dealt by 21% defense ------ Resistance +3% mind Spell save +11 (+4 eff.) Mind save +15 (+4 eff.) Life +104.00 other ------- Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 161% Range: 1.0x-1.4x Uses 110% Mag, 60% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 69.44 arcane and 87.38 darkness damage (based on Magic) in a radius 1 around the target * injects a simple virus dealing 60 blight damage on hit and lowering the victims highest stat On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+5 eff.) other ------- Talents +1 Soul Purge Greater Weapon Focus: (Instant) Effective talent level: 3.0 Power cost 13 out of 15/15. Range melee/personal Cooldown: 15 Travel.spd instantaneous Description: Concentrate on your blows; for 6 turns, each strike you land on your target in melee range has a 56% chance to trigger another, similar strike. This works for all blows, even those from other talents and from shield bashes, but you can gain no more than one extra blow with each weapon during a turn. The chance increases with your Dexterity. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +2 Str +2 Mag +3 Wil +4 Cun +9 Con offense ------ Physical Crit +20.0% Spell Crit +20% Mind Crit +20% Critical power +12.00% Damage +27% lightning defense ------ Armor +3 Resistance +6% blight Disarm Resist +100% other ------- See Invis +12 Talents +5 Iron Grip Unarmed combat: Weapon Damage 143% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +19.0% Attack Speed 100% On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +28 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Crit Resistance 35.00% Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 41 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 30.02 fire damage in a radius of 3 each turn for 7 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 | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Dex offense ------ Critical power +26.00% Damage +6% arcane +20% darkness Ignore resists +13% darkness Accuracy +13 (+3 eff.) Ignore Armor +13 When Hit 6 arcane defense ------ Defense +3 (+1 eff.) Resistance +30% lightning +18% darkness +16% blight +3% fire +20% nature Stealth +38 Unlife -20.00 life Life Regen +8.00 Healmod +15% Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +7 Cun +8 Con offense ------ Critical power +33.00% Move Speed +10% Damage +9% cold Accuracy +9 (+2 eff.) Ignore Armor +13 When Hit: * 41% chance to reduce strength, dexterity, and constitution by 38 * 41% chance to reduce damage dealt by 21% defense ------ Fatigue -9% Resistance +6% light +26% temporal Crit Resistance 15.00% Life Regen +4.00 Pinning Resist +43% Knockbk Resist +33% other ------- Stamina/turn +1.20 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 84%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 2.0 Encumbrance potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 28 up to 6 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Master While equipped: Stats +5 Dex +7 Cun +4 Con offense ------ Move Speed +10% Damage +3% arcane When Hit 6 light defense ------ Fatigue -7% Resistance +5% arcane +3% light Physical save +29 (+8 eff.) Spell save +32 (+11 eff.) Mind save +35 (+9 eff.) Life Regen +3.00 other ------- Stamina/turn +1.20 Light +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +5 Con offense ------ Physical Power +6 (+1 eff.) Combat Speed +10% Damage +9% lightning +8% physical Accuracy +30 (+7 eff.) Ignore Armor +2 defense ------ Resistance +11% physical Physical save +11 (+3 eff.) Life +49.00 Life Regen +8.00 other ------- Stamina/turn +4.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +16.00% Accuracy +8 (+2 eff.) Ignore Armor +16 defense ------ Armor +8 Defense +9 (+3 eff.) Max Resistance +5% all Physical save +17 (+5 eff.) Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +9 Str +9 Con offense ------ Physical Power +11 (+1 eff.) defense ------ Life +82.00 Life Regen +10.00 Healmod +17% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% darkness +13% physical Ignore resists +20% darkness When Hit 4 lightning On-Hit (Melee): * 20% chance to slow global speed by 52% * 20% chance to reduce damage dealt by 21% defense ------ Resistance +21% lightning +13% physical +12% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Physical save +18 (+5 eff.) Spell save +6 (+2 eff.) Mind save +12 (+3 eff.) Life +83.00 Life Regen +15.00 Healmod +13% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun +8 Wil offense ------ Mindpower +15 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +7 Cun +8 Wil offense ------ Mindpower +8 (+3 eff.) defense ------ Life +76.00 Life Regen +11.00 Healmod +19% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +19 Dex +7 Mag +10 Cun offense ------ Damage +3% temporal Ignore resists +20% darkness Accuracy +33 (+8 eff.) defense ------ Armor +4 Resistance +3% physical +6% fire Spell save +14 (+5 eff.) Unlife -20.00 life Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Master Weapon Damage 170% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +21.0% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 166% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +20 fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 164% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +18 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 38 While equipped: defense ------ Disease Resist +30% Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 112% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +19 acid +16 nature While equipped: offense ------ Physical Crit +10.0% Critical power +21.00% Ignore resists +13% acid +12% nature Ignore Armor +20 Massive two-handed swords. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Master Weapon Damage 65% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 10% Shoot 1 While equipped: offense ------ Physical Crit +9.0% Accuracy +21 (+5 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 168% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +30 cold Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Weapon Damage 114% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +11% Mindpower +16 (+5 eff.) Damage +11% mind +20% darkness Ignore resists +13% darkness defense ------ Resistance +20% darkness Blind Resist +25% other ------- Psi-on-crit +5.00 Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego+] Master Weapon Damage 65% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 Projectile Speed +200% While equipped: Stats +7 Cun offense ------ Combat Speed +10% Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 180% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+9 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +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 164 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 Encumbrance T5 staff 1H weapon [Rare] Master Weapon Damage 136% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Physical Power +20 (+3 eff.) Spellpower +15 (+3 eff.) Damage +12% lightning +21% physical +30% arcane +30% mind Ignore resists +20% physical When Hit 13 mind On-Hit (Melee): * 27% chance to reduce all saves and defense by 25 defense ------ Armor +12 Physical save +18 (+5 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +27 (+5 eff.) Damage +30% darkness defense ------ Armor +12 Defense +12 (+4 eff.) other ------- Vim-on-crit +5.00 Max vim +40.00 Wards +3 darkness Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Ego+] Master Weapon Damage 136% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +10.0% Spell Crit +9% Physical Power +13 (+2 eff.) Spellpower +25 (+5 eff.) Damage +30% temporal Accuracy +15 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +20% Spellpower +15 (+3 eff.) Damage +30% temporal defense ------ Resistance +15% darkness +14% temporal Out-of-Phase Defense +25 Out-of-Phase Resistance +25% Out-of-Phase Resilience +25% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 148% Range: 1.0x-1.5x Uses 50% Mag, 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +108 Uses 1.0 Steam When used to Attack: Weapon Damage 65% Range: 1.0x-1.1x Uses 50% Mag Damage Physical On Hit: * 27% chance to reduce armor by 48% While equipped: offense ------ Damage +21% acid Ignore resists +34% fire defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +30% lightning +18% mind +24% darkness Physical save +12 (+4 eff.) Life +100.00 Disease Resist +27% Disarm Resist +27% Teleport Resist +27% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 trident 2H weapon [Ego+] Arcane/Master Weapon Damage 167% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +27 fire While equipped: offense ------ Ignore resists +20% all Accuracy +27 (+7 eff.) Ignore Armor +21 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego] Arcane Weapon Damage 150% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 blight On-Hit, radius 1 +14 fire On Hit: * 30% chance to reduce strength, dexterity, and constitution by 38 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 148% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +5 Dex offense ------ Combat Speed +10% Accuracy +18 (+5 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Nature/Master Weapon Damage 165% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +45 lightning +44 cold While equipped: offense ------ Move Speed +48% Ignore resists +25% lightning +18% cold One-handed war axes. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Dex +6 Cun +10 Lck offense ------ Damage +21% lightning +6% blight Ignore resists +10% nature defense ------ Resistance +20% lightning +13% temporal +15% nature Anomaly Control +19 Stealth +12 Life +68.00 other ------- Disarm Traps +23 Max mana +80.00 Max stamina +64.00 Max hate +20.00 Max psi +37.00 Max vim +40.00 Max positive +40.00 Max negative +27.00 Infravision +5 A belt that goes around your waist. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +5 Wil +8 Con defense ------ Defense +30 (+9 eff.) Resistance +13% fire +15% cold Physical save +24 (+7 eff.) Life Regen +5.44 Healmod +25% Disease Resist +27% Silence Resist +27% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +13 Dex +4 Wil +12 Cun +9 Lck offense ------ Physical Crit +21.0% Mind Crit +12% Critical power +15.00% Physical Power +5 (+0 eff.) Ignore resists +20% lightning defense ------ Stealth +14 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Disarm Traps +30 Infravision +9 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane While equipped: Stats +4 Mag +6 Wil offense ------ Spell Crit +5% Critical power +16.00% Spellpower +5 (+1 eff.) Mindpower +15 (+5 eff.) Damage +7% arcane Ignore resists +10% arcane defense ------ Defense +2 (+1 eff.) Resistance +6% mind Mind save +3 (+1 eff.) Life Regen +2.00 Disease Resist +10% Knockbk Resist +20% other ------- Max mana +68.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Max Resistance +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane 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 41 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. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +10% darkness +6% light Ignore resists +10% darkness defense ------ Defense +12 (+4 eff.) Resistance +0% lightning +6% cold +10% darkness Mind save +6 (+1 eff.) Stealth +10 Poison Resist +20% Teleport Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Nature While equipped: offense ------ Critical power +25.00% defense ------ Armor +20 Defense +10 (+3 eff.) Resistance +27% lightning +15% temporal +25% light +25% fire +12% mind Stealth +14 Life +136.01 Healmod +27% Teleport Resist +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Ego++] Nature/Master While equipped: defense ------ Armor +9 Defense +18 (+6 eff.) Resistance +17% nature +18% blight Physical save +25 (+7 eff.) Spell save +21 (+7 eff.) Mind save +25 (+6 eff.) Life Regen +11.00 Healmod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: offense ------ Spell Crit +15% Spellpower +30 (+6 eff.) defense ------ Resistance +10% lightning +11% darkness +12% light +10% blight +11% fire +11% cold +15% all Physical save +20 (+6 eff.) Spell save +39 (+13 eff.) Mind save +19 (+5 eff.) other ------- Mana/turn +0.40 Max mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +10 Wil offense ------ Damage +27% lightning Ignore resists +34% blight On-Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 38 defense ------ Resistance +52% lightning +21% darkness +40% acid +6% arcane +15% all Silence Resist +27% Pinning Resist +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +25 (+5 eff.) Damage +20% all defense ------ Resistance +15% all Spell save +30 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +6 Con offense ------ Damage +15% nature +18% acid defense ------ Resistance +27% acid +9% all Poison Resist +32% Disease Resist +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T5 feet armor [Ego] Master While equipped: defense ------ Armor +5 Fatigue +4% Resistance +15% fire +15% cold other ------- Stamina/turn +1.30 Max stamina +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +5 Mag defense ------ Armor +14 Fatigue +4% other ------- Spell cooldown 10% Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +4 Wil +2 Con offense ------ Physical Crit +6.0% Physical Power +4 (+0 eff.) Damage +6% mind Ignore Armor +12 defense ------ Armor +5 Fatigue +4% Resistance +15% fire +15% cold Silence Resist +31% Confus Resist +38% Stun Resist +41% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: offense ------ Spell Crit +6% Critical power +10.00% Spellpower +10 (+2 eff.) Spellpower/crit +4 Ignore resists +25% arcane Accuracy +20 (+5 eff.) defense ------ Armor +3 Fatigue +5% Resistance +6% mind Physical save +9 (+3 eff.) Mind save +9 (+2 eff.) Unlife -80.00 life Disarm Resist +47% other ------- Max mana +80.00 Unarmed combat: Weapon Damage 135% Range: 1.0x-1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +11 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Perfect Control 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +4 Cun offense ------ On-Hit 14 fire Damage +10% fire Ignore resists +15% acid When Hit 6 light 2 temporal On-Hit (Melee): * 10% chance to reduce armor by 48% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +9 Fatigue +5% Resistance +12% acid +10% fire Physical save +15 (+4 eff.) Mind save +15 (+4 eff.) Life +77.00 other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 148% Range: 1.0x-1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +14 Ignore Armor +15 Critical Rate +23.0% Attack Speed 83% On-crit, radius 2 +11 fire On Hit: 10% Battle Shout 5 On Hit: 10% Set Up 5 On Hit: 10% Fire Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T4 hands armor [Random Unique] Master While equipped: Stats +7 Str +11 Dex +5 Cun offense ------ Physical Power +9 (+1 eff.) Ignore resists +5% nature +10% mind Accuracy +22 (+6 eff.) On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Armor +3 Resistance +9% mind +6% nature Physical save +13 (+4 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 139% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +22 Ignore Armor +5 Critical Rate +27.0% Attack Speed 100% On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: offense ------ Damage +9% darkness +18% mind Ignore resists +20% darkness +5% mind defense ------ Armor +5 Fatigue +5% Resistance +10% fire +6% mind +25% cold other ------- Breathe water A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +15% mind +10% arcane +15% light Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 17 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +9 Dex +8 Wil +1 Con defense ------ Armor +11 Defense +5 (+2 eff.) Fatigue +5% Resistance +13% acid +19% darkness +15% blight +9% fire +14% lightning +9% cold Mind save +13 (+3 eff.) Healmod +10% Cut Resist +10% Teleport Resist +10% other ------- Infravision +7 A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +14 Str +8 Dex +5 Wil offense ------ Physical Power +12 (+1 eff.) Ignore resists +10% blight When Hit 6 blight defense ------ Armor +5 Fatigue +5% Resistance +14% lightning +15% temporal +9% blight +18% fire +14% physical Physical save +15 (+4 eff.) Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 841.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +6 Str +5 Wil defense ------ Armor +5 Fatigue +5% Resistance +22% cold Mind save +15 (+4 eff.) other ------- Light +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +6 Dex +11 Cun +5 Con offense ------ Mindpower +10 (+3 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Fatigue +5% Resistance +11% fire +14% cold other ------- Hate-on-crit +1.00 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Wil offense ------ Mind Crit +3% defense ------ Armor +10 Fatigue +5% Resistance +6% light +11% blight +6% cold +3% mind +15% nature Spell save +9 (+3 eff.) Mind save +12 (+3 eff.) Life +97.00 Healmod +17% Cut Resist +10% other ------- Hate-on-crit +2.00 Infravision +3 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Psionic While equipped: Stats +11 Cun +6 Wil offense ------ Mind Crit +8% Mindpower +9 (+3 eff.) Damage +5% physical +13% darkness +6% cold Ignore resists +25% fire defense ------ Defense +3 (+1 eff.) Resistance +6% lightning +11% physical +11% darkness +9% temporal Mind save +28 (+7 eff.) other ------- Max hate +10.00 Hateful Whisper: Puts all charms on 13 turn cooldown Effective talent level: 4.0 Power cost 13 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 181 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: Stats +7 Mag +10 Con offense ------ Damage +20% arcane defense ------ Defense +3 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Wil offense ------ Critical power +5.00% Spellpower/crit +4 Damage +12% arcane defense ------ Armor +5 Fatigue +5% Resistance +13% lightning +15% temporal +12% cold +13% blight Spell save +9 (+3 eff.) Mind save +12 (+3 eff.) other ------- Max mana +60.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T5 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil +5 Cun +1 Con offense ------ When Hit 2 physical defense ------ Armor +19 Defense +14 (+5 eff.) Fatigue +12% Resistance +30% blight +26% darkness +6% light +34% lightning Spell save +6 (+2 eff.) Mind save +22 (+5 eff.) Blind Resist +20% other ------- Light +2 A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego++] Master/Psionic While equipped: Stats +9 Cun +8 Wil defense ------ Armor +20 Defense +5 (+2 eff.) Fatigue +2% Physical save +15 (+4 eff.) Mind save +25 (+6 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Str +1 Mag +2 Wil +12 Cun +1 Con offense ------ Damage +12% physical Ignore resists +10% mind On-Hit (Melee): * 27% chance to reduce all saves and defense by 25 defense ------ Armor +27 Defense +50 (+14 eff.) Fatigue +8% Resistance +20% light +17% darkness Mind save +43 (+11 eff.) other ------- Light +1 See Invis +6 A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Master/Psionic While equipped: Stats +8 Cun +8 Wil defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +27% cold Mind save +22 (+5 eff.) A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +14 Wil offense ------ Ignore resists +26% lightning +5% acid When Hit 10 acid On-Hit (Melee): * 10% chance to reduce armor by 48% defense ------ Armor +16 Fatigue +22% Resistance +30% blight +3% acid +27% darkness +27% lightning Mind save +23 (+6 eff.) other ------- Light +2 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor [Ego+] Nature/Master While equipped: defense ------ Armor +31 Fatigue +22% Life +80.00 Life Regen +11.00 Healmod +20% A suit of armour made of metal plates. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 174% Range: 1.0x-1.4x Uses 50% Dex, 50% Mag, 70% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +10 (+1 eff.) Damage +3% physical When Hit 2 light defense ------ Armor +8 Fatigue -5% Unlife -40.00 life While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +1 Wil offense ------ Physical Crit +4.0% Physical Power +10 (+1 eff.) Damage +9% nature Ignore resists +5% physical On-Hit (Melee): * 10% chance to reduce armor by 48% defense ------ Armor +4 Defense +8 (+3 eff.) Resistance +14% nature +9% physical +9% darkness +9% fire other ------- Max stamina +31.03 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 2.0 Encumbrance 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? |
![]() 2.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 82 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 764.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 49] amazing fiery salve [power 49]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 236% efficiency and 56% cooldown modifier. Remove 3 magical effects and grants a fiery aura (49% fire, light and lightning affinity) Puts Talent Medical Injector on 21 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 49] amazing frost salve [power 49]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 236% efficiency and 56% cooldown modifier. Remove 3 physical effects and grants a frost aura (49% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 716] amazing healing salve [power 716]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 236% efficiency and 56% cooldown modifier. Heal 716 Puts Talent Medical Injector on 13 turn cooldown Medical salve. |
amazing pain suppressor salve [power 627] amazing pain suppressor salve [power 627]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 236% efficiency and 56% cooldown modifier. Let you fight up to -627 life and reduces all damage by 25% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 49] amazing water salve [power 49]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 236% efficiency and 56% cooldown modifier. Remove 3 mental effects and grants a water aura (49% blight, mind and acid affinity). Puts Talent Medical Injector on 21 turn cooldown Activation is instant. Medical salve. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +12% arcane Ignore resists +20% arcane When Hit 11 acid On-Hit (Melee): * 20% chance to reduce armor by 48% defense ------ Resistance +5% arcane Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. 100% to heal for 102. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +24% cold When Hit 8 cold On-Hit (Melee): * 20% chance to reduce armor by 48% defense ------ Resistance +6% acid Setup a psionic shield, reducing all damage taken by 159 for 5 turns Puts all charms on 21 turn cooldown 100% to heal for 110. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +21% light +6% fire defense ------ Resistance +9% light +12% cold other ------- Light +3 Blast the opponent's mind dealing 255 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +3% lightning Ignore resists +5% lightning defense ------ Resistance +6% lightning +6% temporal Sting an enemy dealing 221 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +5 Dex +5 Mag +8 Wil +2 Con offense ------ When Hit 4 fire other ------- See Invis +15 Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: Stats +1 Str +1 Con offense ------ Critical power +5.00% Physical Power +15 (+2 eff.) Accuracy +15 (+4 eff.) When Hit 2 physical defense ------ Resistance +6% acid +3% physical Physical save +6 (+2 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 151 lightning damage and will be dazed for 1 turn (759 total damage) Puts all charms on 13 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 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. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By ubuntu is trash the Drem Writhing One level 38
15th Voratun 123rd year of Ascendancy at 17:54 see stats
By ubuntu is trash the Drem Writhing One level 50
22nd Shortage 123rd year of Ascendancy at 08:07 see stats
By ubuntu is trash the Drem Writhing One level 37
14th Voratun 123rd year of Ascendancy at 00:04 see stats
By ubuntu is trash the Drem Writhing One level 42
28th Profit 123rd year of Ascendancy at 20:46 see stats
By ubuntu is trash the Drem Writhing One level 50
27th Loss 123rd year of Ascendancy at 19:22 see stats
By ubuntu is trash the Drem Writhing One level 50
38th Profit 124th year of Ascendancy at 06:57 see stats
By ubuntu is trash the Drem Writhing One level 41
24th Profit 123rd year of Ascendancy at 09:43 see stats
By ubuntu is trash the Drem Writhing One level 47
44th Dearth 123rd year of Ascendancy at 11:22 see stats
By ubuntu is trash the Drem Writhing One level 9
3rd Profit 122nd year of Ascendancy at 06:41 see stats
By ubuntu is trash the Drem Writhing One level 39
20th Profit 123rd year of Ascendancy at 05:13 see stats
By ubuntu is trash the Drem Writhing One level 50
39th Profit 124th year of Ascendancy at 22:34 see stats
By ubuntu is trash the Drem Writhing One level 48
8th Loss 123rd year of Ascendancy at 09:54 see stats
By ubuntu is trash the Drem Writhing One level 31
19th Iron 123rd year of Ascendancy at 20:27 see stats
By ubuntu is trash the Drem Writhing One level 31
21st Steel 123rd year of Ascendancy at 16:29 see stats
By ubuntu is trash the Drem Writhing One level 50
40th Dearth 124th year of Ascendancy at 02:59 see stats
By ubuntu is trash the Drem Writhing One level 23
1st Dearth 122nd year of Ascendancy at 00:10 see stats
By ubuntu is trash the Drem Writhing One level 50
13rd Voratun 124th year of Ascendancy at 14:00 see stats
By ubuntu is trash the Drem Writhing One level 20
19th Wealth 122nd year of Ascendancy at 07:55 see stats
By ubuntu is trash the Drem Writhing One level 50
34th Dearth 124th year of Ascendancy at 08:04 see stats
By ubuntu is trash the Drem Writhing One level 50
10th Dearth 124th year of Ascendancy at 11:13 see stats
By ubuntu is trash the Drem Writhing One level 30
5th Iron 123rd year of Ascendancy at 10:31 see stats
By ubuntu is trash the Drem Writhing One level 10
8th Profit 122nd year of Ascendancy at 16:56 see stats
By ubuntu is trash the Drem Writhing One level 20
19th Wealth 122nd year of Ascendancy at 07:03 see stats
By ubuntu is trash the Drem Writhing One level 30
3rd Iron 123rd year of Ascendancy at 13:10 see stats
By ubuntu is trash the Drem Writhing One level 40
20th Profit 123rd year of Ascendancy at 05:13 see stats
By ubuntu is trash the Drem Writhing One level 50
27th Loss 123rd year of Ascendancy at 17:53 see stats
By ubuntu is trash the Drem Writhing One level 50
35th Steel 124th year of Ascendancy at 01:40 see stats
By ubuntu is trash the Drem Writhing One level 19
15th Wealth 122nd year of Ascendancy at 12:42 see stats
By ubuntu is trash the Drem Writhing One level 50
15th Steel 124th year of Ascendancy at 08:46 see stats
By ubuntu is trash the Drem Writhing One level 50
9th Shortage 123rd year of Ascendancy at 17:03 see stats
By ubuntu is trash the Drem Writhing One level 25
12nd Dearth 122nd year of Ascendancy at 03:21 see stats
By ubuntu is trash the Drem Writhing One level 16
44th Profit 122nd year of Ascendancy at 08:37 see stats
By ubuntu is trash the Drem Writhing One level 40
20th Profit 123rd year of Ascendancy at 08:50 see stats
By ubuntu is trash the Drem Writhing One level 50
40th Dearth 124th year of Ascendancy at 02:57 see stats
By ubuntu is trash the Drem Writhing One level 8
25th Voratun 122nd year of Ascendancy at 05:03 see stats
By ubuntu is trash the Drem Writhing One level 50
23rd Iron 124th year of Ascendancy at 06:22 see stats
By ubuntu is trash the Drem Writhing One level 27
39th Dearth 122nd year of Ascendancy at 01:07 see stats
By ubuntu is trash the Drem Writhing One level 50
40th Dearth 124th year of Ascendancy at 02:59 see stats
By ubuntu is trash the Drem Writhing One level 42
28th Profit 123rd year of Ascendancy at 17:04 see stats
By ubuntu is trash the Drem Writhing One level 8
29th Voratun 122nd year of Ascendancy at 06:48 see stats
By ubuntu is trash the Drem Writhing One level 44
16th Wealth 123rd year of Ascendancy at 09:19 see stats
By ubuntu is trash the Drem Writhing One level 22
26th Wealth 122nd year of Ascendancy at 23:55 see stats
By ubuntu is trash the Drem Writhing One level 15
40th Profit 122nd year of Ascendancy at 20:43 see stats
By ubuntu is trash the Drem Writhing One level 37
12nd Voratun 123rd year of Ascendancy at 16:53 see stats
By ubuntu is trash the Drem Writhing One level 50
36th Profit 124th year of Ascendancy at 14:22 see stats
Log
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Today is the 30th Loss of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
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Today is the 1st Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
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Today is the 2nd Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:20.
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Today is the 3rd Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
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Today is the 4th Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
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Today is the 5th Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
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Today is the 6th Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
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Today is the 7th Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
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Today is the 8th Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
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Today is the 9th Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:18.
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Today is the 10th Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:28.
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Today is the 11st Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:38.
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Today is the 12nd Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
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Today is the 13rd Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
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Today is the 14th Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.