












Character
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.
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: 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.
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. Items Vault 1.7.0Donators/Buyers bonus! 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 | Skirmisher |
Level / Exp | 50 / 2765% |
Size | small |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 56 (base 32) |
Dexterity | 111 (base 64) |
Constitution | 95 (base 60) |
Magic | 49 (base 8) |
Willpower | 65 (base 15) |
Cunning | 111 (base 60) |
Resources
Life | 1568/1609 |
Stamina | 187/419 |
Equilibrium | 20 |
Healing Factor | 1.9812106582885 |
Regeneration | 35.91020189478 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +116.84483088138% |
Vision
Sight | 10 |
Lite | 9.5496478698598 |
Infravision | 8 |
See Stealth | 84.684668037089 |
See Invisible | 97.684668037089 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 208 |
Accuracy | 67 |
Crit Chance | 79% |
APR | 18 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 32.5 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Acid | +49% |
Lightning | +39% |
Nature | +54% |
Darkness | +42% |
Blight | +25% |
Physical | +148% |
Cold | +54% |
All | +9% |
Offense: Damage Penetration
Cold | +60% |
Acid | +64% |
Nature | +75% |
Darkness | +54% |
Blight | +50% |
Physical | +91% |
Mind | +50% |
All | +35% |
Defense: Base
Armour (hardiness) | 70.683544434606 (62.07905162586%) |
Defense | 95 |
Ranged Defense | 95 |
Fatigue | 0 |
Physical Save | 68 |
Spell Save | 50 |
Mental Save | 71 |
Defense: Resistances
Acid | + 73%( 73%) |
Blight | + 67%( 73%) |
Arcane | + 46%( 73%) |
Cold | + 70%( 73%) |
All | + 42%( 73%) |
Darkness | + 56%( 73%) |
Light | + 55%( 73%) |
Temporal | + 46%( 73%) |
Physical | + 48%( 73%) |
Lightning | + 56%( 73%) |
Fire | + 65%( 73%) |
Nature | + 62%( 73%) |
Defense: Immunities
Stun Resistance | 98% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Pinning Resistance | 29% |
Poison Resistance | 30% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 699 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and mental effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 742% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 44% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 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 7 turns. While Heroism is active, you will only die when reaching -764 life. The duration and life will increase by 1% for every 1% life you have lost (currently 783 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. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Counter Shot |
talent | Pace Yourself |
talent | Leeching Poison |
talent | Trained Reactions |
talent | Elemental Harmony |
talent | Apply Poison |
talent | Bombardment |
talent | Crippling Poison |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 4. Militant Mind |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases global speed by 21%. Elemental Harmony |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 20% of the time and arcane sustains have a 2.0% chance to deactivate each turn. Antimagic Disruption |
beneficial effect | The target stands strong, increasing all resistances by 12.8% and resistance caps by 3.0%. Eternal Warrior |
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 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 injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
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 +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You 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: 3936. | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed ice wyrm tooth. * You've found the needed red crystal shard. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed vial of greater demon bile. * You've found the needed naga tongue. | active |
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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Mag +6 Wil +4 Cun +5 Con dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Spell.pwr +9 (+1 eff.) Mind.pwr +18 (+5 eff.) Dmg.mod +10% acid +16% blight Res.pen +15% mind +25% physical ----- def ----- Armour +5 Fatigue +4% Resists +6% blight Mind.save +9 (+2 eff.) Disease- +50% ---------- misc Stam/turn +1.30 Psi/ret +0.20 Max.stam +40.00 Blindside: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Arcane/Master Power 180% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +34.0% Capacity 54 Ranged+ +23 temporal On Hit.r1 +20 temporal +16 mind +20 fire On Crit.r2 +12 temporal On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Rare] Psionic While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Dmg.mod +34% physical Res.pen +15% blight +29% acid Apr +4 ----- def ----- Mind.save +14 (+3 eff.) ---------- misc Stam/turn +3.49 Light +5 See.Stealth +18 See.Invis +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 (+2 eff.) Mind.save +12 (+3 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 26 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 | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 184.21 arcane damage and stunned). Uses 72 power out of 109/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Crit.mult +20.00% On Hit (Melee): * 20% chance to reduce damage dealt by 31% ----- def ----- Defense +15 (+3 eff.) Crit.dmg- 15.00% Phys.save +18 (+4 eff.) ---------- misc Max.stam +30.00 Infravis +3 Create a shield absorbing up to 410 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +7 Mag +18 Wil dps ---------- Spell.pwr +15 (+2 eff.) ----- def ----- Resists +15% blight +9% fire +15% nature +5% arcane Crit.dmg- 10.00% Phys.save +9 (+2 eff.) Mind.save +41 (+10 eff.) Max.HP +40.00 HP.reg +9.00 Poison- +30% Disease- +30% Stun/Frz- +38% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Dex +7 Mag +19 Cun dps ---------- Spell.crit +2% Crit.mult +10.00% Phys.pwr +30 (+7 eff.) Spell.pwr +41 (+5 eff.) Mind.pwr +26 (+7 eff.) Dmg.mod +6% cold Acc +15 (+4 eff.) Melee Ret 2 blight ----- def ----- Resists +9% cold Spell.save +6 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+2 eff.) Dmg.mod +9% all Res.pen +10% all Acc +10 (+3 eff.) Melee Ret 34 darkness ----- def ----- Heal.mod +50% Stun/Frz- +60% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 4.0 Pwr.cost 12 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | ![]() 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +3 Str dps ---------- Phys.crit +5.0% Phys.pwr +31 (+8 eff.) Dmg.mod +15% physical +9% cold Res.pen +25% cold Apr +5 ----- def ----- Fatigue -10% Resists +15% cold ---------- misc Max.enc +60 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 186% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +467 Melee+ +8 light On Hit: * 20% chance to reduce damage dealt by 31% While equipped: Stats +3 Dex +14 Con dps ---------- Apr +3 ----- def ----- Armour +34 Fatigue +8% Resists +19% blight +20% nature +12% darkness Phys.save +28 (+7 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Mag +1 Con dps ---------- Melee Ret 11 nature On Hit (Melee): * 23% chance to slow global speed by 67% ----- def ----- Armour +10 Defense +40 (+8 eff.) Resists +10% acid +22% light +31% fire +10% lightning +10% cold Phys.save +40 (+10 eff.) Spell.save +25 (+8 eff.) Mind.save +22 (+5 eff.) Stealth +15 ---------- misc Light +3 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 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +8 Mag +8 Wil dps ---------- Mind.crit +4% Mind.pwr +10 (+3 eff.) Dmg.mod +30% lightning +55% physical +33% darkness +30% cold +30% acid Res.pen +19% darkness +16% physical On Hit (Melee): * 20% chance to slow global speed by 67% * 10 arcane resource burn * 20% chance to reduce damage dealt by 31% ----- def ----- Resists +14% lightning +6% temporal +12% darkness +3% blight +15% cold +45% acid +15% all ---------- misc Max.hate +14.00 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 increase movement speed by 812% 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. 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 [Ego] 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 cure yourself of one random mental and physical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 155 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Mag +3 Wil +6 Cun +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +9% acid +7% physical ----- def ----- Resists +9% acid ---------- misc Infravis +3 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Con +5 Mag dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +9% lightning Res.pen +20% acid +25% physical ----- def ----- Armour +6 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 26 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 329 (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 T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Con +3 Mag dps ---------- Phys.crit +7.0% Phys.pwr +25 (+6 eff.) S.pwr/crit +3 Dmg.mod +6% physical Apr +3 ----- def ----- Resists +5% arcane +9% acid ---------- misc Mana/turn +0.21 Max.mana +31.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 43 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +25% mind ----- def ----- Armour +10 Defense +30 (+6 eff.) Fatigue -9% Resists +9% temporal Die.at -80.00 life Max.HP +100.00 HP.reg +5.00 Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex dps ---------- Phys.pwr +9 (+2 eff.) Phys.spd +10% Dmg.mod +15% blight +8% physical Res.pen +10% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Resists +6% blight ---------- misc Masteries +0.33 Cunning/Poisons Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +21% nature +22% blight Poison- +37% Disease- +31% ---------- misc Masteries +0.40 Technique/Buckler Training +0.40 Cunning/Scoundrel Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 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] Arcane While equipped: Stats +1 Str +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +11% darkness +6% physical Res.pen +10% fire Acc +5 (+2 eff.) ----- def ----- Defense +25 (+5 eff.) Resists +22% darkness Die.at -80.00 life Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Spell.crit +2% Crit.mult +20.00% Dmg.mod +6% blight +3% darkness +6% arcane Melee Ret 2 arcane ----- def ----- Spell.save +18 (+6 eff.) HP.reg +3.00 Stun/Frz- +28% ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +16 Str +8 Mag +15 Con dps ---------- Phys.pwr +19 (+5 eff.) Dmg.mod +18% cold Res.pen +5% mind ----- def ----- Resists +12% mind +6% cold Spell.save +16 (+5 eff.) 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: 45.41 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 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 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 T4 ring jewelry [Rare] Arcane While equipped: Stats +6 Dex dps ---------- Phys.crit +8.2% Crit.mult +15.00% Acc +25 (+7 eff.) Apr +2 ----- def ----- Armour +10 Defense +15 (+3 eff.) Die.at -81.58 life Silence- +44% ---------- misc Mana/turn +0.34 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +9 Con dps ---------- Phys.pwr +30 (+7 eff.) Acc +25 (+7 eff.) Melee Ret 10 blight ----- def ----- HP.reg +9.00 Stun/Frz- +41% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 T5 waraxe 1H weapon [Rare] Master Power 151% 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 +5 Dex +8 Mag +11 Wil dps ---------- Res.pen +15% physical Acc +18 (+5 eff.) Apr +15 On Hit (Melee): * 27 arcane resource burn * 27% chance to slow global speed by 67% ----- def ----- Resists +6% arcane +24% darkness Spell.save +21 (+7 eff.) ---------- misc Stam/turn +4.08 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 150% 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: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +14 (+3 eff.) Acc +15 (+4 eff.) ----- def ----- Defense +15 (+3 eff.) Disarm- +42% One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Ego] Arcane Power 146% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +10.0% Atk.spd 100% Phasing +20% Sharp, short and deadly. |
![]() 4.0 T5 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +16 lightning On Crit.r2 +20 mind While equipped: Stats +11 Dex dps ---------- Res.pen +15% lightning +15% physical Melee Ret 4 lightning ----- def ----- Defense +20 (+4 eff.) Resists +18% nature +30% cold Max.HP +60.00 Heal.mod +20% Knockbk- +27% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() 4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 138% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 T5 sling 1H weapon [Random Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +7 Str +2 Mag dps ---------- Phys.crit +13.0% Phys.pwr +14 (+3 eff.) Dmg.mod +12% fire Res.pen +14% all Acc +36 (+9 eff.) Apr +14 ----- def ----- Resists +5% arcane ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Rare] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +25 lightning +20 arcane While equipped: Stats +3 Wil dps ---------- Dmg.mod +21% lightning +27% arcane Res.pen +34% mind Melee Ret 13 mind ----- def ----- Armour +8 Resists +12% temporal +9% darkness +18% blight +9% mind +15% nature Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T3 shot ammo [Ego+] Nature/Psionic Power 137% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Proj.spd +200% Ranged+ +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 263 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 194 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Nature Power 148% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 3.0 T4 shot ammo [Ego++] Nature/Master Power 160% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 24 On Hit: * 20% chance to create vines that bind the target to the ground dealing 263 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Rare] Arcane Power 166% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 19 Proj.spd +272% Ranged+ +27 nature +14 cold On Crit.r2 +27 nature While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 159% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt When used to Attack: Power 164% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+4 eff.) Rng.Def +12 (+3 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+8 eff.) Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 18 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 177% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +187 Melee+ +21 physical On Hit: * 20% chance to slow global speed by 67% * Deal physical damage equal to your armor (70) While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.crit +3% ----- def ----- Armour +14 Fatigue +8% Resists +12% blight +24% cold +3% nature +17% physical Shield.near.proj +56 Proj.slow +30% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 161% Range: 1.2x Uses 20% Mag, 100% Str Dmg Temporal Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+1 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+6 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 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. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +6 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +29% blight +30% darkness +28% lightning ---------- misc Light +1 A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +12.0% Mind.crit +8% Crit.mult +7.00% Phys.pwr +3 (+1 eff.) 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 22 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 38% chance to evade melee and ranged attacks and 61 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 [Rare] Master While equipped: Stats +6 Dex +4 Mag +6 Cun +3 Con +10 Lck dps ---------- Crit.mult +20.00% Dmg.mod +6% blight +9% fire Res.pen +25% nature +15% fire Acc +15 (+4 eff.) Apr +6 ----- def ----- Stealth +15 ---------- misc T.Disarm +30 Infravis +6 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 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.6 Pwr.cost 36 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 162 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 18 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) Mov.spd +20% Apr +6 ----- def ----- Armour +4 Fatigue -9% Resists +9% darkness Max.HP +79.00 ---------- misc Stam/turn +1.10 Equi/ret +0.08 Hate/m.crit +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 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 23 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. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 35 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +6 Dex +7 Cun dps ---------- Dmg.mod +24% acid Res.pen +30% acid On Hit (Melee): * 27% chance to reduce armor by 27% ----- def ----- Armour +5 Fatigue -6% Resists +6% arcane +21% cold Crit.dmg- 20.40% Phys.save +12 (+3 eff.) ---------- misc Max.enc +50 See.Invis +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +20.0% Spell.crit +15% Mind.crit +23% Crit.mult +15.00% Dmg.mod +9% arcane +6% physical Res.pen +15% arcane +20% physical ----- def ----- Armour +3 ---------- misc Equi/ret +0.12 Hate/m.crit +5.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% nature Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 67% ----- def ----- Armour +1 Fatigue +1% Resists +9% acid +5% cold +3% nature ---------- misc Breathe water A cap made of leather. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 22 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 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 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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. |
![]() 0.0 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 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 [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +8 (+2 eff.) ----- def ----- Max.HP +45.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 58 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 15 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +0% all +15% temporal ----- def ----- Resists +12% all +15% temporal Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 15 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 11 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 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 609.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 18 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +9% darkness +6% physical Res.pen +10% darkness Acc +15 (+4 eff.) ----- def ----- Die.at -80.00 life ---------- misc Stam/turn +3.00 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +6 Str +4 Con dps ---------- Mind.crit +4% Crit.mult +20.20% Res.pen +20% physical Melee Ret 4 physical ---------- misc Hate/m.crit +2.00 Max.psi +30.00 Project a gust of wind in a cone knocking enemies back 12 spaces and dealing 920 physical damage Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 67% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 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 36 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
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 "Poisonous Sling" the Halfling Skirmisher level 34
64th Pyre 123rd year of Ascendancy at 13:23 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 28
69th Regrowth 123rd year of Ascendancy at 08:58 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 34
62nd Pyre 123rd year of Ascendancy at 10:36 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 50
19th Regrowth 124th year of Ascendancy at 05:22 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 42
30th Dusk 123rd year of Ascendancy at 18:06 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 49
15th Haze 123rd year of Ascendancy at 05:57 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 39
19th Dusk 123rd year of Ascendancy at 06:25 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 29
27th Pyre 123rd year of Ascendancy at 02:44 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 14
18th Dusk 122nd year of Ascendancy at 01:06 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 50
70th Haze 123rd year of Ascendancy at 15:18 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 36
70th Pyre 123rd year of Ascendancy at 05:29 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 31
50th Pyre 123rd year of Ascendancy at 23:56 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 50
34th Regrowth 124th year of Ascendancy at 11:50 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 22
67th Haze 122nd year of Ascendancy at 20:46 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 46
60th Dusk 123rd year of Ascendancy at 11:25 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 35
66th Pyre 123rd year of Ascendancy at 22:26 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 50
7th Allure 124th year of Ascendancy at 20:57 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 50
13rd Regrowth 124th year of Ascendancy at 07:31 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 35
67th Pyre 123rd year of Ascendancy at 00:18 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 28
69th Regrowth 123rd year of Ascendancy at 05:38 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 50
34th Regrowth 124th year of Ascendancy at 11:49 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 44
31st Dusk 123rd year of Ascendancy at 04:48 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 50
11st Regrowth 124th year of Ascendancy at 15:33 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 10
3rd Flare 122nd year of Ascendancy at 21:33 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 20
2nd Haze 122nd year of Ascendancy at 09:20 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 30
40th Pyre 123rd year of Ascendancy at 09:33 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 40
19th Dusk 123rd year of Ascendancy at 23:25 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 50
27th Haze 123rd year of Ascendancy at 10:50 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 50
5th Allure 124th year of Ascendancy at 15:39 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 50
79th Haze 123rd year of Ascendancy at 20:30 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 50
64th Haze 123rd year of Ascendancy at 04:16 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 27
4th Allure 123rd year of Ascendancy at 05:47 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 31
50th Pyre 123rd year of Ascendancy at 22:06 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 27
65th Regrowth 123rd year of Ascendancy at 16:14 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 39
15th Dusk 123rd year of Ascendancy at 16:00 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 50
34th Regrowth 124th year of Ascendancy at 11:49 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 7
1st Mirth 122nd year of Ascendancy at 05:53 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 28
69th Regrowth 123rd year of Ascendancy at 08:58 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 50
34th Regrowth 124th year of Ascendancy at 11:50 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 38
9th Flare 123rd year of Ascendancy at 14:30 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 12
3rd Dusk 122nd year of Ascendancy at 02:48 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 45
50th Dusk 123rd year of Ascendancy at 03:31 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 28
15th Pyre 123rd year of Ascendancy at 00:30 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 21
66th Haze 122nd year of Ascendancy at 07:10 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 15
23rd Dusk 122nd year of Ascendancy at 08:00 see stats
By Andor "Poisonous Sling" the Halfling Skirmisher level 33
60th Pyre 123rd year of Ascendancy at 18:38 see stats
Log
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 12 acid damage.
Rotting Disease from Argoniel hits High Sun Paladin Aeryn for 39 blight damage.
Curse of Death from Argoniel hits High Sun Paladin Aeryn for (80 absorbed), 43 darkness (44 total damage).
Talent Kill Shot is ready to use.
High Sun Paladin Aeryn uses Infusion: Healing.
High Sun Paladin Aeryn is free from the rotting disease.
High Sun Paladin Aeryn receives 167 healing from Infusion: Healing.
High Sun Paladin Aeryn casts Bathe in Light.
Argoniel fails to use Acid Strike.
Fumble from Andor "Poisonous Sling" hits Argoniel for 627 physical damage.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Honorary Roguelike Win (Insane (Adventure) difficulty)!
Personal New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Poison bursts out of Argoniel's corpse!
Andor "Poisonous Sling"'s Shoot hits Argoniel for 242 physical damage.
Andor "Poisonous Sling"'s Shoot hits Argoniel for 234 physical, 15 temporal, 13 temporal, 6 mind, 13 fire (283 total damage).
A shield forms around High Sun Paladin Aeryn.
Andor "Poisonous Sling"'s Shoot killed Argoniel!
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
Forge-giant's cleansing fire area effect hits Andor "Poisonous Sling" for (36 flat reduction), 40 fire (41 total damage).
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Adventure) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Adventure) difficulty)!
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.