









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Harbinger 1.5.6 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Zephyr 1.5.8 Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | White Monk |
| Level / Exp | 47 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Zubylrathra the xaren at level 18 on the 62nd Dusk 122nd year of Ascendancy at 10:48 0 / 10Killed by snow giant boulder thrower at level 20 on the 67th Dusk 122nd year of Ascendancy at 10:05 Killed by Adurebeth the mean looking elven guard at level 24 on the 23rd Haze 122nd year of Ascendancy at 16:31 Killed by Khulmanar, General of Urh'Rok at level 25 on the 29th Haze 122nd year of Ascendancy at 22:10 Killed by Aedula the Invader at level 37 on the 43rd Pyre 123rd year of Ascendancy at 23:41 Killed by dreaming horror at level 38 on the 46th Pyre 123rd year of Ascendancy at 15:34 Killed by shadow at level 45 on the 16th Dusk 123rd year of Ascendancy at 03:43 Killed by Elandar at level 47 on the 22nd Dusk 123rd year of Ascendancy at 02:25 Killed by forge-giant at level 47 on the 22nd Dusk 123rd year of Ascendancy at 02:33 Killed by Elandar at level 47 on the 22nd Dusk 123rd year of Ascendancy at 02:37 |
Primary Stats
| Strength | 39 (base 15) |
| Dexterity | 87 (base 60) |
| Constitution | 63 (base 58) |
| Magic | 24 (base 10) |
| Willpower | 68 (base 60) |
| Cunning | 46 (base 10) |
Resources
| Life | -96/1309 |
| Stamina | 152/383 |
| Healing Factor | 1.5612017167383 |
| Regeneration | 195.13460257511 |
Speed
| Mental | +5.1134586039608% |
| Attack | 0% |
| Movement | -12.773082792078% |
| Spell | 0% |
| Global | +104.8% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 46.323645669319 |
| See Invisible | 46.323645669319 |
Offense: Barehand
| Damage | 113 |
| Accuracy | 75 |
| Crit Chance | 45% |
| APR | 8 |
| Speed | 0.76 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Darkness | +29% |
| Fire | +10% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 61.756047858548 (85.376569037657%) |
| Defense | 0 |
| Ranged Defense | 14 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 35 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Arcane | -30%( 40%) |
| Cold | + 70%( 80%) |
| All | -5%( 70%) |
| Lightning | + 80%( 80%) |
| Light | + 1%( 70%) |
| Temporal | + 36%( 70%) |
| Darkness | + 66%( 80%) |
| Physical | -3%( 70%) |
| Fire | + 26%( 80%) |
| Nature | + 35%( 80%) |
Defense: Immunities
| Stun Resistance | 34% |
| Poison Resistance | 15% |
| Disarm Resistance | 49% |
| Bleed Resistance | 35% |
| Teleport Resistance | 15% |
| Silence Resistance | 30% |
| Pinning Resistance | 54% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 615 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 697 damage for 7 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 216 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower 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 680% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Agile Combatant | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Black Belt | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Transcending | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Mending | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Rending | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Martial Arts | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Fending | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aura of Protection |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 1043 HP on the iceblock remaining. Frozen |
| beneficial effect | The target has adopted a defensive posture, preparing to counter melee attacks. Defense is increased by 71 and each time the target avoids a melee blow, they will strike the attacker for 136% damage and attempt to knock it back 3 tiles and stun it for 2 turns. Blink Counter |
| beneficial effect | A flow of life spins around the target, regenerating 123.04 life per turn. Regeneration |
| detrimental effect | The target is on fire, taking 23.71 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is recovering 36 life each turn. Recovery |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +1. | done |
You abandoned lone alchemist to death. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost anorithil from death by Zubylrathra the xaren. Escort: lost anorithil (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You abandoned repented thief to death. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower by +2. | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Shardskin. * 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 fire 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. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 579. | 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. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | grounding pair of drakeskin leather boots of uncanny dodging (4 def, 5 armour)2.0 T5 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Defense +4 (+0 eff.) Rng.Def +7 (+6 eff.) Fatigue +5% Resists +8% lightning +9% temporal A pair of boots made of leather. |
| On hands | aadsda (0 def, 3 armour)1.0 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +11 Str +5 Dex +5 Cun dps ---------- Phys.pwr +20 (+5 eff.) Melee+ 15 fire Dmg.mod +10% fire Acc +10 (+3 eff.) ----- def ----- Armour +3 Resists +12% lightning +10% fire Phys.save +23 (+6 eff.) Mind.save +10 (+4 eff.) Poison- +15% Cut- +15% Disarm- +49% Pinning- +15% Teleport- +15% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 36.0 - 39.6 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% crit / acc Acc +23 Apr +5 Crit +15.0% Atk.spd 167% On Crit.r2 +15 fire On Hit: 10% Perfect Control 5 On Hit: 10% Set Up 5 On Hit: 10% Fire Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Sparkfist the drakeskin leather cap (18 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +10 Cun +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +5% fire Acc +12 (+3 eff.) Melee Ret 12 lightning 9 physical On Melee Ret: * 19% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +18 (+8 eff.) Rng.Def +6 (+6 eff.) Fatigue +5% Resists +2% physical +21% cold +6% light +6% arcane Stun/Frz- +10% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 82.4 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| Tool | dragonbone totem of cure ailments 'Silyrin' [power 5] (9 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: ----- def ----- Defense +11 (+1 eff.) Rng.Def +11 (+8 eff.) Resists +12% acid +15% lightning Phys.save +37 (+9 eff.) Spell.save +9 (+4 eff.) Mind.save +37 (+12 eff.) Cut- +20% Silence- +30% Pinning- +15% ---------- misc Wards +5 acid +5 nature +4 light Talents +1 Ward Remove up to 5 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +9 Dex +3 Wil +10 Cun dps ---------- Dmg.mod +18% lightning Acc +13 (+4 eff.) On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +36% lightning +6% nature Spell.save +9 (+4 eff.) Max.HP +100.00 HP.reg +1.70 Heal.mod +22% ---------- misc Max.mana +80.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| Main armor | Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+5 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+8 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 22, based on Cunning and Magic) for 10 turns. Uses 44 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
| Light source | Amerab1.0 T3 lite [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Acc +4 (+1 eff.) Apr +3 ----- def ----- Armour +10 Max.HP +10.00 ---------- misc Stam/turn +0.60 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness -30% arcane +20% fire +20% nature +20% cold Res.Cap +10% lightning +10% darkness -30% arcane +10% fire +10% nature +10% cold 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 44 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. |
| Around waist | Obsidianspiker1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Dmg.mod +9% darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +18% darkness +12% nature A belt that goes around your waist. |
Inventory
regeneration infusion (heal 482 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 482 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 530 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (422.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 143.48 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Scroll of Summoning (Limmir the Jeweler)0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Dimraze0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Apr +5 ----- def ----- Resists +6% darkness Phys.save +45 (+11 eff.) Die.at -60.00 life Amulets can have magical properties. |
Islama the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con ----- def ----- Resists +9% blight +1% physical +12% lightning Silence- +5% Confus- +10% Stun/Frz- +10% Amulets can have magical properties. |
Mardorab0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +6% mind Res.pen +10% arcane +15% mind Melee Ret 8 mind ----- def ----- Resists +18% fire +3% mind +14% cold Phys.save +13 (+3 eff.) Spell.save +13 (+6 eff.) Mind.save +11 (+4 eff.) Amulets can have magical properties. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
stabilizing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% temporal Pinning- +23% Knockbk- +20% Amulets can have magical properties. |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ce'Nebeth the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Phys.crit +6.0% Crit.mult +9.00% Acc +9 (+3 eff.) ----- def ----- Defense +9 (+0 eff.) Rng.Def +9 (+7 eff.) Resists +3% acid ---------- misc Max.stam +20.00 Rings can have magical properties. |
Chalemnir the Nightsaw0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Dmg.mod +3% temporal Res.pen +10% darkness +25% temporal ----- def ----- Resists +3% temporal Phys.save +10 (+2 eff.) Max.HP +57.00 Disarm- +69% Pinning- +56% Knockbk- +53% Rings can have magical properties. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+0 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+0 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 35 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 26 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
mule's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +0.80 Stun/Frz- +32% ---------- misc Max.enc +23 Rings can have magical properties. |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings can have magical properties. |
voratun dagger (37.5-48.75 power, 9 apr)1.0 T5 dagger 1H weapon [Normal] Power 37.5 - 48.8 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Sharp, short and deadly. |
acidic voratun greatsword of massacre (80.5-128.8 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane/Master Power 80.5 - 128.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +19 acid On Crit: * splashes the target with acid Massive two-handed swords. |
Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Physical Uses 25% Mag, 80% Str Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 41.82 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 31 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
dragonbone starstaff 'Gussra' (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 mind While equipped: Stats +7 Cun +3 Con dps ---------- Spell.crit +5% Mind.crit +10% Spell.pwr +15 (+7 eff.) Dmg.mod +30% temporal Res.pen +10% acid On Hit (Melee): * 20% chance to blind ----- def ----- Defense +14 (+4 eff.) Fatigue -6% Mind.save +40 (+13 eff.) ---------- misc Equi/ret +0.12 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.2 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 21.50 light damage. Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone magestaff of wizardry (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +5% Spell.pwr +27 (+13 eff.) S.pwr/crit +9 Dmg.mod +30% fire ---------- misc Max.mana +97.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Trident of the Tides (80-112 power, 20 apr)3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+3 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+7 eff.) ---------- misc See.Invis +2 Masteries +0.20 Wild-gift/Rain On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 53 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 39.74. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+0 eff.) Stealth +6 A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+4 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical Phys.save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 14.42 to 18.02 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+0 eff.) Resists +10% cold +10% fire Spell.save +18 (+7 eff.) Mind.save +15 (+5 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +23 (+11 eff.) Dmg.mod +20% physical +20% temporal Res.pen +20% physical +20% temporal Melee Ret 10 temporal 20 physical ----- def ----- Armour +3 Defense +9 (+0 eff.) Resists +10% physical +10% temporal Temporal Reprieve: Level 1.0 Pwr.cost 44 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Cinderrace the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Str +5 Wil +4 Cun dps ---------- Dmg.mod +3% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% fire Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +1 A pair of boots made of leather. |
pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+1 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 20% Mag, 60% Wil, 60% Dex Acc+ +0.2% crit / acc Apr +3 Crit +6.0% Atk.spd 167% Dmg.conv 100% void On Hit: 10% Mind Blast 1 On Hit: 15% Shadow Simulacrum 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+0 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 36.0 - 50.4 Physical Uses 20% Mag, 60% Wil, 60% Dex Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 167% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 11 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 21.21 fire damage and 24.87 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Hurastir (6 def, 9 armour)1.0 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +6 Mag +5 Cun dps ---------- Dmg.mod +15% arcane +9% physical Acc +23 (+6 eff.) ----- def ----- Armour +9 Defense +6 (+0 eff.) Rng.Def +6 (+6 eff.) Resists +24% acid +9% light +10% darkness Mind.save +13 (+5 eff.) Max.HP +80.00 Stun/Frz- +15% ---------- misc Infravis +2 Unarmed combat: Power 37.5 - 41.3 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% crit / acc Acc +24 Apr +5 Crit +17.0% Atk.spd 167% On Crit.r2 +50 light +50 darkness On Hit: 10% Battle Shout 5 Starfall: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 18.61 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 26.0 - 36.4 Physical Uses 100% Wil, 60% Dex Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 125% On Hit: 5% Slash 3 On Hit: 10% Dominate 3 Frost Grab: Level 4.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 18.23 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 167% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 21 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 53.50 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Xaneseth the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +3 Dex +3 Wil +3 Cun +6 Con dps ---------- Phys.pwr +4 (+1 eff.) Mind.pwr +6 (+2 eff.) Melee+ 12 mind 13 darkness On Hit (Melee): * 12% chance to cause random gloom ----- def ----- Armour +2 Phys.save +8 (+2 eff.) Mind.save -12 (-4 eff.) Die.at -60.00 life Disarm- +26% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 15.0 - 16.5 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% crit / acc Acc +3 Apr +3 Crit +7.0% Atk.spd 167% Phasing +10% On Hit.r1 +8 physical On Hit: 10% Reproach 3 On Hit: 10% Disarm 3 On Hit: 10% Set Up 3 Ruined Earth: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Relgodudin the drakeskin leather cap (9 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Crit.mult +5.00% Dmg.mod +6% physical Apr +8 ----- def ----- Armour +5 Defense +9 (+0 eff.) Rng.Def +9 (+7 eff.) Fatigue +5% Resists +13% lightning +3% physical +17% cold +10% temporal +3% acid HP.reg +0.40 ---------- misc Max.psi +20.00 Breathe water A cap made of leather. |
cleansing drakeskin leather cap of the depths (0 def, 5 armour)2.0 T5 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +11% blight +13% cold +12% nature ---------- misc Breathe water A cap made of leather. |
hardened leather cap 'Balorach' (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +6 Fatigue +3% Resists +6% blight +18% darkness Phys.save +39 (+10 eff.) Mind.save +15 (+5 eff.) Disease- +15% ---------- misc Infravis +3 A cap made of leather. |
voratun helm 'Korin' (11 def, 5 armour)3.0 T5 head armor Reqs Heavy Armour Training [Rare] Nature While equipped: ----- def ----- Armour +5 Defense +11 (+1 eff.) Rng.Def +11 (+8 eff.) Fatigue +5% Resists +9% acid +12% temporal +19% light +27% cold +9% mind +18% darkness Crit.dmg- 15.00% Die.at -102.00 life Pinning- +20% Stun/Frz- +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather armour 'Nightstone' (5 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Cun +9 Wil dps ---------- Melee+ 23 acid 23 fire Res.pen +20% acid Melee Ret 16 acid 20 physical 20 blight 16 fire On Hit (Melee): * 10% chance to disease * 35% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +5 (+0 eff.) Fatigue +8% Resists +28% lightning +30% fire +39% acid Mind.save +24 (+8 eff.) A suit of armour made of leather. |
searing drakeskin leather armour of spell shielding (5 def, 8 armour)9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 23 acid 23 fire Melee Ret 16 acid 16 fire ----- def ----- Armour +8 Defense +5 (+0 eff.) Fatigue +8% Resists +30% acid +30% fire +10% arcane Spell.save +21 (+8 eff.) A suit of armour made of leather. |
voratun plate armour 'Betolratta' (9 def, 16 armour)17.0 T5 massive armor Reqs Str 60 Heavy Armour Training 3 [Rare] Arcane While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +21% acid Res.pen +33% acid +15% mind ----- def ----- Armour +16 Defense +9 (+0 eff.) Fatigue +26% Resists +30% temporal Mind.save +12 (+4 eff.) ---------- misc Hate/m.crit +5.00 A suit of armour made of metal plates. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
420 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Brightvalor the voratun pickaxe (dig speed 5 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% light +12% mind Res.pen +15% acid +15% light On Hit (Melee): * 30% chance to blind ----- def ----- Max.HP +60.00 ---------- misc Max.stam +46.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
65 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
4 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 27 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 20 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Urthodunasus the elven-wood totem of thorny skin [power 52] (16 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +6 Crit.dmg- 10.00% Phys.save +30 (+7 eff.) Poison- +10% ---------- misc Talents +2 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 52 and armour hardiness by 60% Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+0 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+0 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By monkey the Doomelf White Monk level 29
39th Haze 122nd year of Ascendancy at 20:10 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By monkey the Doomelf White Monk level 39
48th Pyre 123rd year of Ascendancy at 06:24 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By monkey the Doomelf White Monk level 29
38th Haze 122nd year of Ascendancy at 03:00 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By monkey the Doomelf White Monk level 32
70th Haze 122nd year of Ascendancy at 13:48 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By monkey the Doomelf White Monk level 37
39th Pyre 123rd year of Ascendancy at 23:32 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By monkey the Doomelf White Monk level 31
51st Haze 122nd year of Ascendancy at 06:04 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By monkey the Doomelf White Monk level 15
31st Dusk 122nd year of Ascendancy at 04:40 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By monkey the Doomelf White Monk level 33
47th Regrowth 123rd year of Ascendancy at 14:41 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By monkey the Doomelf White Monk level 37
44th Pyre 123rd year of Ascendancy at 01:22 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By monkey the Doomelf White Monk level 30
47th Haze 122nd year of Ascendancy at 19:51 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By monkey the Doomelf White Monk level 18
63rd Dusk 122nd year of Ascendancy at 02:07 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By monkey the Doomelf White Monk level 18
63rd Dusk 122nd year of Ascendancy at 04:30 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By monkey the Doomelf White Monk level 24
19th Haze 122nd year of Ascendancy at 11:01 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By monkey the Doomelf White Monk level 45
16th Dusk 123rd year of Ascendancy at 12:26 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By monkey the Doomelf White Monk level 5
77th Pyre 122nd year of Ascendancy at 10:51 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By monkey the Doomelf White Monk level 18
54th Dusk 122nd year of Ascendancy at 05:01 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By monkey the Doomelf White Monk level 42
3rd Mirth 123rd year of Ascendancy at 21:38 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By monkey the Doomelf White Monk level 10
5th Flare 122nd year of Ascendancy at 07:24 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By monkey the Doomelf White Monk level 20
66th Dusk 122nd year of Ascendancy at 20:49 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By monkey the Doomelf White Monk level 30
45th Haze 122nd year of Ascendancy at 18:16 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By monkey the Doomelf White Monk level 40
53rd Pyre 123rd year of Ascendancy at 11:45 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By monkey the Doomelf White Monk level 23
9th Haze 122nd year of Ascendancy at 07:48 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By monkey the Doomelf White Monk level 44
6th Flare 123rd year of Ascendancy at 00:59 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By monkey the Doomelf White Monk level 16
33rd Dusk 122nd year of Ascendancy at 13:13 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By monkey the Doomelf White Monk level 29
45th Haze 122nd year of Ascendancy at 18:16 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By monkey the Doomelf White Monk level 42
5th Mirth 123rd year of Ascendancy at 00:52 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By monkey the Doomelf White Monk level 25
29th Haze 122nd year of Ascendancy at 15:58 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By monkey the Doomelf White Monk level 31
47th Haze 122nd year of Ascendancy at 22:05 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By monkey the Doomelf White Monk level 32
25th Regrowth 123rd year of Ascendancy at 10:53 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By monkey the Doomelf White Monk level 8
7th Mirth 122nd year of Ascendancy at 23:22 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By monkey the Doomelf White Monk level 44
5th Flare 123rd year of Ascendancy at 19:56 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By monkey the Doomelf White Monk level 23
14th Haze 122nd year of Ascendancy at 15:05 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By monkey the Doomelf White Monk level 23
17th Haze 122nd year of Ascendancy at 21:41 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By monkey the Doomelf White Monk level 34
67th Regrowth 123rd year of Ascendancy at 01:10 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By monkey the Doomelf White Monk level 27
35th Haze 122nd year of Ascendancy at 17:24 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By monkey the Doomelf White Monk level 16
49th Dusk 122nd year of Ascendancy at 20:20 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By monkey the Doomelf White Monk level 47
22nd Dusk 123rd year of Ascendancy at 02:25 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By monkey the Doomelf White Monk level 28
37th Haze 122nd year of Ascendancy at 13:08 see stats
Log
Monkey has lost the rush of vitality.
Wretchling's acid area effect hits Elandar for 25 acid damage.
Uruivellas's firestorm hits monkey for (25 resist armour), (34 deflected), 59 fire (59 total damage).
monkey receives 83 healing.
Wretchling's acid area effect hits Elandar for 25 acid damage.
Wretchling's acid area effect hits Elandar for 29 acid damage.
Forge-giant's cleansing fire area effect hits Forge-giant for 0 fire damage.
Forge-giant's cleansing fire area effect hits monkey for (25 resist armour), (13 deflected), 23 fire (23 total damage).
Forge-giant's cleansing fire area effect hits Uruivellas for 57 fire damage.
Burning Shock from Forge-giant hits monkey for (25 resist armour), (0 deflected), 1 fire (1 total damage).
Wretchling's acid area effect hits Elandar for 25 acid damage.
Burning from Elandar hits monkey for (25 resist armour), (28 deflected), 48 fire (48 total damage).
Elandar casts Freeze.
Monkey is encased in ice!
Elandar hits monkey for (25 resist armour), (162 deflected), 278 cold (278 total damage).
Uruivellas recovers their energy.
Uruivellas uses Disarm.
Monkey resists the blow!
monkey hits Iceblock for 5 lightning, 7 darkness, 4 physical, 7 cold (21 total damage).
Burning from Monkey hits Iceblock for 8 fire damage.
Uruivellas hits monkey for (25 resist armour), (118 deflected), (81 to ice), 122 physical (122 total damage).
Forge-giant casts Flame.
Monkey stops burning.
Forge-giant hits monkey for (25 resist armour), (61 deflected), (42 to ice), 63 fire (63 total damage).
Elandar is moving less freely.
Elandar recovers their energy.
Elandar casts Manathrust.
Elandar's spell attains critical power!
Monkey shrugs off the critical damage!
Saving game...




































































































