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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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. 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: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Better Item Description 1.7.2This 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 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 1.7.2Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 50 / 2908% |
Size | small |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 55 (base 35) |
Dexterity | 116 (base 64) |
Constitution | 82 (base 65) |
Magic | 45 (base 13) |
Willpower | 55 (base 12) |
Cunning | 130 (base 62) |
Resources
Life | 1360/1497 |
Stamina | 55/309 |
Healing Factor | 1.4294172276306 |
Regeneration | 7.1225913965064 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -1000 |
Infravision | 15 |
See Stealth | 69.81591252999 |
See Invisible | 69.81591252999 |
Offense: Mainhand
Damage | 166 |
Accuracy | 81 |
Crit Chance | 71% |
APR | 56 |
Speed | 1.00 |
Offense: Offhand
Damage | 135 |
Accuracy | 81 |
Crit Chance | 59% |
APR | 53 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 58% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 63% |
Speed | 1 |
Offense: Damage Bonus
Acid | +46% |
Arcane | +47% |
Cold | +51% |
All | +32% |
Lightning | +79% |
Temporal | +50% |
Physical | +64% |
Darkness | +52% |
Nature | +147% |
Offense: Damage Penetration
Light | +25% |
Physical | +60% |
Nature | +55% |
Arcane | +29% |
Mind | +20% |
All | +15% |
Defense: Base
Armour (hardiness) | 111 (99.007671158813%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 35 |
Mental Save | 55 |
Defense: Resistances
Acid | + 60%( 70%) |
Arcane | + 48%( 70%) |
Cold | + 70%( 70%) |
All | + 45%( 70%) |
Lightning | + 54%( 70%) |
Light | + 61%( 80%) |
Physical | + 57%( 70%) |
Fire | + 52%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Silence Resistance | 10% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -979 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1068 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1107% 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.50 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 6/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Trained Reactions |
talent | Leeching Poison |
talent | Crippling Poison |
beneficial effect | Parrying melee and ranged attacks: Has a 82% chance to deflect up to 35 damage from the next 3.2 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | Gain 15% all damage and 10% all res. Empowered by the shadows |
beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 7 Net Damage: 181 - 254 Accuracy: 98 (knife) APR: 55 Crit Chance: +72% Crit mult: 279% Uses Stats: 50% Cun, 70% Dex |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Stealth |
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. | 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 successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Salelaith the weaver young. Escort: lost defiler (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 talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the temporal explorer from death by Belugamina the orc soldier. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the temporal explorer from death by Emelaldata the honey tree. Escort: temporal explorer (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Cunning 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 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4105. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 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* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 27 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+1 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.pwr +25 (+7 eff.) Dmg.mod +30% nature Res.pen +25% nature Acc +22 (+4 eff.) Melee Ret 10 nature ----- def ----- Armour +3 Resists +20% nature Unarmed combat: Power 130% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +13 Apr +5 Crit +17.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: ----- def ----- Crit.dmg- 15.00% Mind.save +9 (+3 eff.) Die.at -80.00 life HP.reg +4.73 Silence- +10% Stun/Frz- +23% Setup a psionic shield, reducing all damage taken by 153 for 5 turns Puts all charms on 21 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase the duration of 3 beneficial effects by 3. 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Wil +3 Cun +3 Con dps ---------- Phys.pwr +18 (+5 eff.) Spell.pwr +20 (+7 eff.) Mind.pwr +20 (+6 eff.) Dmg.mod +18% temporal +15% nature +8% all On Hit (Melee): * 21% chance to slow global speed by 61% * 21% chance to reduce armor by 32% ----- def ----- Crit.dmg- 15.80% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Dex +2 Con dps ---------- Crit.mult +20.00% Phys.pwr +20 (+5 eff.) Dmg.mod +14% acid +15% physical +9% lightning ----- def ----- Defense +30 (+6 eff.) Resists +28% acid ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +15 Fatigue +2% Resists +20% physical Crit.chn- 10% ---------- misc Masteries +0.20 Technique/Battle tactics A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 35% Dex, 64% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +10 Mag +5 Cun +10 Lck dps ---------- Dmg.mod +6% cold Res.pen +20% physical On Hit (Melee): * 23% chance to reduce damage dealt by 27% ----- def ----- Armour +12 Fatigue -10% Resists +2% physical +14% cold +13% fire Stealth +10 ---------- misc T.Disarm +28 Max.enc +51 Mana/turn +0.60 Max.mana +60.00 Infravis +6 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 144% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +28 blight +4 arcane On Hit: 20% Epidemic 5 On Hit: 20% Curse of Vulnerability 5 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 23 While equipped: Stats +3 Wil dps ---------- Spell.crit +6% Res.pen +15% physical +10% light +15% all Acc +46 (+9 eff.) Apr +29 ----- def ----- Resists +5% arcane Disease- +34% Sharp, short and deadly. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +11 Cun +11 Wil dps ---------- Spell.crit +6% Mind.crit +17% Crit.mult +39.00% Spell.pwr +9 (+3 eff.) Dmg.mod +15% arcane +21% lightning Res.pen +14% arcane +5% mind ----- def ----- Armour +13 Defense +3 (+0 eff.) Resists +29% cold Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.16 Max.mana +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +6 Mag +6 Wil +8 Cun dps ---------- Crit.mult +38.00% Dmg.mod +17% lightning +17% physical +20% nature +13% cold Res.pen +10% physical ----- def ----- Resists +17% lightning +10% cold +30% nature +13% all Phys.save +9 (+3 eff.) ---------- misc Hate/m.crit +4.00 Psi/m.crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -968 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1056 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 351 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Res.pen +5% fire ----- def ----- Armour +8 Defense +15 (+3 eff.) Resists +11% temporal Die.at -80.00 life Pinning- +20% Knockbk- +23% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 282 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 30 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (144). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +12% darkness Melee Ret 4 physical ----- def ----- Fatigue -5% Die.at -80.00 life ---------- misc Max.enc +24 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Die.at -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 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +1% Crit.mult +15.00% Dmg.mod +17% mind ----- def ----- Resists +17% mind Mind.save +6 (+2 eff.) Max.HP +146.00 HP.reg +28.00 Heal.mod +32% ---------- misc Max.hate +4.00 Max.psi +50.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Spell.pwr +20 (+7 eff.) Mind.pwr +20 (+6 eff.) Dmg.mod +7% all Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +14 (+3 eff.) Apr +17 ----- def ----- Defense +15 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+16 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 164 power out of 77/200 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." |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 153% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +14 (+4 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Psionic Power 148% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +90 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- All.spd +9% Res.pen +25% fire One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 167% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +24 (+5 eff.) One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 45% Cun, 45% Dex, 10% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 154.40 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 120% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 cold On Hit.r1 +4 lightning +16 mind On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun dps ---------- Phys.crit +19.0% Mind.crit +3% Crit.mult +22.00% Phys.pwr +7 (+2 eff.) Apr +8 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Nature/Master/Psionic Power 148% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +30 cold +25 mind On Crit.r2 +45 acid +45 nature On Hit: * 23% chance to reduce all saves and defense by 33 While equipped: Stats +7 Cun +6 Wil dps ---------- Dmg.mod +9% lightning Res.pen +25% acid +24% nature +15% all Acc +25 (+5 eff.) Apr +29 ----- def ----- HP.reg +4.73 Confus- +20% Pinning- +23% Knockbk- +23% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 149% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+4 eff.) Acc +15 (+3 eff.) ----- def ----- Defense +15 (+3 eff.) Disarm- +44% Sharp, short and deadly. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +25% acid +49% physical +30% darkness +25% fire +25% cold Res.pen +16% darkness +20% physical ----- def ----- Resists +19% acid +12% physical +20% fire +20% cold +15% all ---------- misc Max.hate +15.00 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master/Psionic While equipped: Stats +7 Cun +9 Wil ----- def ----- Armour +16 Fatigue +22% Resists +10% physical Phys.save +15 (+5 eff.) Mind.save +22 (+7 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Nature While equipped: ----- def ----- Armour +22 Fatigue +22% Resists +13% acid +12% cold HP.reg +6.00 ---------- misc Stam/turn +2.50 Breathe water A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Arcane While equipped: dps ---------- Melee+ 19 acid 23 fire Melee Ret 15 acid 16 fire ----- def ----- Armour +16 Fatigue +22% Resists +29% acid +30% fire A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.2 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 63 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +1 Dex +11 Mag +11 Wil dps ---------- Phys.crit +9.0% Spell.crit +6% Crit.mult +13.00% Phys.pwr +6 (+2 eff.) Res.pen +15% physical ----- def ----- Armour +15 Defense +15 (+3 eff.) Max.HP +60.00 Disease- +10% Confus- +10% Stun/Frz- +20% Create a temporary shield that absorbs 410 damage Puts all charms on 25 cooldown A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Defense +23 (+4 eff.) Resists +21% blight +27% cold +6% nature +5% arcane Crit.dmg- 15.80% Phys.save +9 (+3 eff.) Stealth +15 Die.at -84.29 life A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+6 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+4 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Dex +3 Wil ----- def ----- Armour +12 Defense +3 (+0 eff.) Resists +10% acid +10% lightning +20% blight +29% cold +20% nature +10% fire Phys.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Die.at -50.00 life HP.reg +11.00 Heal.mod +20% ---------- misc Max.psi +20.00 Infravis +2 See.Invis +24 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Dex +5 Mag +3 Wil +4 Con dps ---------- Phys.crit +5.0% Crit.mult +10.00% Dmg.mod +12% darkness Res.pen +18% darkness Apr +3 Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Defense +3 (+0 eff.) Resists +23% darkness Spell.save +21 (+8 eff.) Stealth +21 ---------- misc Stam/turn +1.50 Max.mana +68.00 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: Stats +12 Dex +4 Cun +11 Lck ----- def ----- Armour +5 Stealth +14 Disengage: Puts all charms on 13 cooldown Level 1.3 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +5 Fatigue +4% Rush: Puts all charms on 21 cooldown Level 3.9 Pwr.cost 21 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +6 Mag ----- def ----- Armour +5 Fatigue +4% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Spell.pwr +13 (+5 eff.) Res.pen +20% darkness +20% temporal ----- def ----- Armour +5 Fatigue +4% Resists +27% darkness +29% temporal Def/telep +30 Res/telep +14% Dur/telep +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +4 Dex +2 Wil dps ---------- Melee+ 8 nature Dmg.mod +6% nature +6% darkness Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Armour +2 Resists +7% nature Crit.dmg- 15.00% Unarmed combat: Power 117% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +9 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Mind.crit +8% Crit.mult +40.00% Melee+ 15 nature Dmg.mod +11% nature Apr +5 ----- def ----- Armour +3 Resists +10% nature Mind.save +18 (+6 eff.) Unarmed combat: Power 128% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +15 nature On Hit: 10% Venomous Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [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 130% Range: 1.4x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 3.0 Pwr.cost 17 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 27.06 mind and 31.16 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 22% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 22. Terrified: Deals 6.60 mind and 7.60 darkness damage per turn and increases cooldowns by 35%. Haunted: Causes the target to suffer 10.54 mind and 12.13 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 144% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +13 Str +4 Dex +3 Con dps ---------- Dmg.mod +9% cold ----- def ----- Armour +9 Defense +10 (+2 eff.) Fatigue +3% Resists +18% cold A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +19% mind +24% nature Res.pen +10% light +20% nature ----- def ----- Defense +3 (+0 eff.) Resists +12% light +6% nature +19% mind ---------- misc Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +15% cold ---------- misc Stam/ret +3.00 Equi/ret +3.00 A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +0 Str +10 Wil +0 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 50 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +10 Str ----- def ----- Armour +5 Fatigue +5% Resists +25% mind Mind.save +26 (+8 eff.) Confus- +43% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 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. |
![]() 1.0 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. |
![]() 0.0 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 Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +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 T3 lite [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +8% all Apr +11 On Hit (Melee): * 10% chance to reduce all saves and defense by 33 ----- def ----- Resists +6% light +3% mind Phys.save +7 (+3 eff.) Heal.mod +13% Blind- +26% Confus- +19% ---------- misc Light +10 See.Stealth +12 See.Invis +11 Track: Puts all charms on 33 cooldown Level 5.2 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +6% physical Apr +1 On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Defense +5 (+1 eff.) Resists +2% physical Max.HP +52.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 392.16 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+4 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 66 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 33.19 cold damage and 36.05 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +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? |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% acid +21% darkness Res.pen +25% darkness Apr +8 ----- def ----- Resists +9% acid While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 cooldown Level 2.6 Pwr.cost 22 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +66 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +12% fire +18% nature +12% darkness Res.pen +20% nature Melee Ret 2 nature ----- def ----- Resists +27% nature +20% darkness Affinity +15% darkness ---------- misc Infravis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +13 Str +7 Wil dps ---------- Phys.crit +8.0% Mind.crit +9% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 514.80 fire damage (based on Magic). Uses 41 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 938.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 22/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +9% temporal ----- def ----- Defense +10 (+2 eff.) Phys.save +3 (+1 eff.) Die.at -80.00 life Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 21 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +3 Str +3 Mag +5 Con dps ---------- Res.pen +10% mind ----- def ----- Resists +6% fire Crit.dmg- 15.00% Project a gust of wind in a cone knocking enemies back 12 spaces and dealing 631 physical damage Puts all charms on 13 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. 100% to heal for 110. 100% to increase all damage penetration by 29% for 2 turns. 100% to reduce fatigue by 59% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +18% mind +9% temporal ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Heal yourself and all friendly characters within 10 spaces for 362 Puts all charms on 13 cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 61% * 20% chance to reduce armor by 32% ---------- misc Light +3 Sting an enemy dealing 997 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce fatigue by 44% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) On Melee Ret: * 18% chance to slow global speed by 61% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+8 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 41 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Dmg.mod +15% nature +9% physical Res.pen +5% acid +20% physical Apr +2 ----- def ----- Phys.save +6 (+2 eff.) Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 217.50 temporal and 220.40 darkness damage (based on Magic). Uses 17 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
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 Andor "Blade of Shadow" the Halfling Rogue level 37
14th Dusk 123rd year of Ascendancy at 07:56 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 28
51st Regrowth 123rd year of Ascendancy at 06:24 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 37
12nd Dusk 123rd year of Ascendancy at 14:50 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 43
6th Haze 123rd year of Ascendancy at 18:39 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 44
12nd Haze 123rd year of Ascendancy at 13:15 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 50
8th Decay 123rd year of Ascendancy at 05:28 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 41
1st Time of Equilibrium 123rd year of Ascendancy at 06:47 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 18
67th Haze 122nd year of Ascendancy at 04:00 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 38
38th Dusk 123rd year of Ascendancy at 11:00 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 10
8th Flare 122nd year of Ascendancy at 23:50 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 50
6th Regrowth 124th year of Ascendancy at 05:28 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 46
18th Haze 123rd year of Ascendancy at 12:34 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 40
75th Dusk 123rd year of Ascendancy at 17:40 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 39
59th Dusk 123rd year of Ascendancy at 15:48 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 30
33rd Pyre 123rd year of Ascendancy at 16:59 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 50
49th Pyre 124th year of Ascendancy at 06:27 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 24
15th Regrowth 123rd year of Ascendancy at 20:54 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 37
22nd Dusk 123rd year of Ascendancy at 07:35 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 43
10th Haze 123rd year of Ascendancy at 03:07 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 50
14th Pyre 124th year of Ascendancy at 20:13 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 46
18th Haze 123rd year of Ascendancy at 19:07 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 28
51st Regrowth 123rd year of Ascendancy at 05:57 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 50
49th Pyre 124th year of Ascendancy at 06:26 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 45
13rd Haze 123rd year of Ascendancy at 02:12 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 10
4th Mirth 122nd year of Ascendancy at 05:57 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 20
7th Regrowth 123rd year of Ascendancy at 17:35 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 30
32nd Pyre 123rd year of Ascendancy at 15:26 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 40
73rd Dusk 123rd year of Ascendancy at 02:22 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 50
74th Haze 123rd year of Ascendancy at 22:06 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 50
11st Pyre 124th year of Ascendancy at 15:15 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 50
7th Regrowth 124th year of Ascendancy at 15:11 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 18
79th Haze 122nd year of Ascendancy at 14:35 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 39
60th Dusk 123rd year of Ascendancy at 03:25 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 23
15th Regrowth 123rd year of Ascendancy at 20:51 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 41
76th Dusk 123rd year of Ascendancy at 12:35 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 50
49th Pyre 124th year of Ascendancy at 06:26 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 47
31st Haze 123rd year of Ascendancy at 09:17 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 13:17 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 28
51st Regrowth 123rd year of Ascendancy at 06:24 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 50
49th Pyre 124th year of Ascendancy at 06:27 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 48
54th Haze 123rd year of Ascendancy at 11:52 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 17
45th Dusk 122nd year of Ascendancy at 08:26 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 50
5th Regrowth 124th year of Ascendancy at 10:03 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 48
40th Haze 123rd year of Ascendancy at 06:07 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 18
67th Haze 122nd year of Ascendancy at 14:46 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 23
15th Regrowth 123rd year of Ascendancy at 05:33 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 15
23rd Dusk 122nd year of Ascendancy at 02:18 see stats
By Andor "Blade of Shadow" the Halfling Rogue level 36
11st Dusk 123rd year of Ascendancy at 00:26 see stats
Log
Andor "Blade of Shadow" picks up (A.): enlightening voratun plate armour of stability (0 def, 16 armour).
Andor "Blade of Shadow" picks up (O.): scholar's pair of voratun boots of void walking (0 def, 5 armour).
Andor "Blade of Shadow" picks up (Y.): mindcaging voratun helm of strength (+10) (0 def, 5 armour).
Andor "Blade of Shadow" picks up (B.): rejuvenating voratun plate armour of the deep (0 def, 22 armour).
Andor "Blade of Shadow" picks up (t.): quick voratun waraxe of massacre (167% power, 6 apr).
Andor "Blade of Shadow" picks up (s.): voratun longsword of evisceration (153% power, 6 apr).
Lore found: Pearl of Life and Death
You can read all your collected lore in the game menu, by pressing Escape.
Andor "Blade of Shadow" is free from the decrepitude disease.
Acid Splash from Argoniel hits Andor "Blade of Shadow" for 21 acid damage.
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You pickup 0.75 gold pieces.
Talent Shadow Dance is ready to use.
Talent Dual Strike is ready to use.
Acid Splash from Argoniel hits Andor "Blade of Shadow" for 21 acid damage.
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You pickup 0.40 gold pieces.
Talent Stealth is ready to use.
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Acid Splash from Argoniel hits Andor "Blade of Shadow" for 21 acid damage.
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Acid Splash from Argoniel hits Andor "Blade of Shadow" for 21 acid damage.
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Andor "Blade of Shadow" is free from the acid.