











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: High Quality Sounds 1.7.2Replaces a selection of sounds with higher quality versions. First release focuses primarily on UI, Actions and Talents from the base game. Future releases will handle the DLC's, various creatures and minor adjustments to tone down some sounds that prove to be an annoyance. Content consists of only sound assets to try and have the highest possible compatibility with future patches. DISCLAMER: These are not sounds I personally created from scratch but where taken from various sources. I take no credit in the creation of these sounds, only the selecting, editing, converting and packaging all this as a mod. I do this just for fun and to enhance a game I love to play. If you are an original creator and is somehow not cool with this, please let me know and I will remove that material. Better Item Description 1.7.4This 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Solipsist |
Level / Exp | 45 / 93% |
Size | huge |
Lifes / Deaths | Killed by Layeta the great wolf at level 10 on the 5th Wealth 122nd year of Ascendancy at 07:08 0 / 9Killed by Layoba the fox at level 13 on the 24th Wealth 122nd year of Ascendancy at 12:01 Killed by Veloldata the midge swarm at level 22 on the 25th Loss 122nd year of Ascendancy at 03:06 Killed by war hound at level 22 on the 25th Loss 122nd year of Ascendancy at 17:13 Killed by Mayodavea the corrupted mastocytic feeder at level 30 on the 19th Gold 123rd year of Ascendancy at 11:15 Killed by Xeryvena the corrupted protoplasmic controller at level 31 on the 19th Gold 123rd year of Ascendancy at 19:32 Killed by John Sleep's Inner Demon at level 44 on the 11st Wealth 123rd year of Ascendancy at 19:31 Killed by bloated horror at level 44 on the 11st Wealth 123rd year of Ascendancy at 20:31 Killed by Eladheba the orc fighter at level 45 on the 17th Wealth 123rd year of Ascendancy at 18:50 |
Antimagic | Follower |
Primary Stats
Strength | 38 (base 10) |
Dexterity | 34 (base 20) |
Constitution | 67 (base 44) |
Magic | 1 (base 10) |
Willpower | 92 (base 60) |
Cunning | 76 (base 60) |
Resources
Life | -168/1289 |
Equilibrium | 52 |
Psi | 0/574 |
Healing Factor | 1.5635014349577 |
Regeneration | 46.643517019762 |
Speed
Mental | 0% |
Attack | -2.2204460492503E-12% |
Movement | 0% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 6 |
See Stealth | 75.701278341865 |
See Invisible | 77.701278341865 |
Offense: Mainhand
Damage | 72 |
Accuracy | 53 |
Crit Chance | 25% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 80 |
Accuracy | 53 |
Crit Chance | 25% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Blight | +6% |
Arcane | +3% |
Mind | +80% |
All | 0% |
Darkness | +12% |
Light | +9% |
Physical | +8% |
Nature | +15% |
Offense: Damage Penetration
Acid | +15% |
Light | +10% |
Darkness | +9% |
Physical | +10% |
Mind | +28% |
All | 0% |
Defense: Base
Armour (hardiness) | 47 (65.65183292883%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 68 |
Mental Save | 70 |
Defense: Resistances
Acid | + 23%( 75%) |
Blight | + 23%( 75%) |
Arcane | + 27%( 75%) |
Mind | + 64%( 75%) |
All | + 23%( 75%) |
Darkness | + 23%( 75%) |
Light | + 32%( 75%) |
Fire | + 23%( 75%) |
Nature | + 46%( 75%) |
Defense: Immunities
Disarm Resistance | 75% |
Instadeath Resistance | 100% |
Confusion Resistance | 70% |
Knockback Resistance | 69% |
Pinning Resistance | 80% |
Poison Resistance | 20% |
Blind Resistance | 50% |
Inscriptions (4/4)
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 physical effect and reduce all damage taken by 36% for 4 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 497 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 808% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 679% 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. |
Class Talents
Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Nightmare | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Psionic / Slumber | 1.40 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Psionic / Dreaming | 1.40 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You failed to protect the lone alchemist from death by Xyma the large white snake. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by aether beam. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You failed to protect the lost tinker from death by ritch flamespitter. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Sleep (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Vorirann the copperhead snake. Escort: worried loremaster (level 4 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
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 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 unlocked the hall of reflections. * 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: 1287. | 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. You have been shown a secret entrance to his stronghold. * 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Ego++] Master While equipped: Stats +6 Str +13 Dex +10 Con dps ---------- Dmg.mod +8% physical ----- def ----- Armour +5 Defense +13 (+4 eff.) ---------- misc Size +1 A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +5% Dmg.mod +6% blight ----- def ----- Spell.save +6 (+0 eff.) Max.HP +69.00 Blind- +50% Confus- +30% ---------- misc Mana/turn +0.08 Vim/s.crit +2.06 Max.mana +20.00 Light +15 See.Stealth +23 See.Invis +25 Track: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex +7 Cun dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +10% physical Acc +14 (+6 eff.) On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Defense +10 (+3 eff.) Fatigue +5% Resists +3% light ---------- misc Infravis +6 A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +6 Mind.save +8 (+2 eff.) Max.HP +40.00 HP.reg +3.00 ---------- misc Stam/turn +0.50 Psi/turn +0.15 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. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Armour +4 Resists +9% mind Phys.save +3 (+0 eff.) Max.HP +80.00 Heal.mod +5% Pinning- +10% ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +11 Str -11 Mag dps ---------- Dmg.mod +3% arcane Res.pen +15% acid Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Resists +5% arcane Phys.save +9 (+1 eff.) Spell.save +15 (+1 eff.) Mind.save +11 (+3 eff.) Max.HP +106.00 HP.reg +15.00 Heal.mod +15% Disarm- +39% Pinning- +37% Knockbk- +34% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% mind +9% light Res.pen +10% light Melee Ret 4 light On Hit (Melee): * 20% chance to reduce all saves and defense by 44 ----- def ----- Resists +9% mind +9% light Max.HP +35.00 Disarm- +36% Pinning- +33% Knockbk- +35% ---------- misc Light +3 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +3% ----- def ----- Armour +6 Defense +29 (+8 eff.) Res.Cap +5% all Phys.save +18 (+1 eff.) Max.HP +80.00 HP.reg +4.00 Poison- +20% ---------- misc Mana/turn +0.36 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +21% mind +12% darkness Res.pen +8% mind +9% darkness ----- def ----- Spell.save +5 (+0 eff.) ---------- misc Max.hate +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +4 Str +4 Wil +5 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Phys.save +11 (+1 eff.) Mind.save +10 (+3 eff.) Max.HP +78.00 ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 51 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 53 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+1 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.2 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 142 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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 10% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+1 eff.) Spell.save +10 (+0 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. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 966% 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 Willpower 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 518.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 5 light, 3 blight, 5 fire, 4 mind 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 [Random Unique] Nature/Master While equipped: Stats +9 Lck +2 Mag dps ---------- Spell.crit +2% Acc +9 (+4 eff.) ----- def ----- Defense +5 (+1 eff.) Fatigue -5% Resists +14% fire +16% cold Unseen.red 11% HP.reg +1.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.vim +30.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Con +3 Wil dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +6% arcane +9% fire Res.pen +10% arcane +10% fire Melee Ret 2 arcane ----- def ----- Resists +16% darkness +5% arcane +19% light Phys.save +5 (+0 eff.) Mind.save +10 (+3 eff.) Max.HP +54.00 HP.reg +4.00 Blind- +33% Confus- +14% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +3% mind Res.pen +5% mind Acc +8 (+4 eff.) Melee Ret 4 lightning ----- def ----- Resists +6% mind Phys.save +7 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +7 (+1 eff.) Dmg.mod +6% all Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +8 Defense +10 (+3 eff.) Resists +6% temporal +4% physical Die.at -60.00 life Max.HP +27.00 Disarm- +30% Pinning- +25% Stun/Frz- +10% Knockbk- +32% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +15 (+3 eff.) ----- def ----- Max.HP +80.00 HP.reg +16.00 Heal.mod +19% Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+13 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() 1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+0 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +8% blight +11% all Max.HP +58.00 HP.reg +2.30 Heal.mod +13% Poison- +26% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: Stats +10 Cun +8 Dex ----- def ----- Armour +17 Defense +26 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Defense +10 (+3 eff.) Resists +12% blight +6% light Stealth +7 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +20 (+4 eff.) S.pwr/crit +4 Dmg.mod +6% cold ----- def ----- Defense +1 (+0 eff.) Max.HP +34.00 ---------- misc Vim/s.crit +2.00 Max.vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +5 Resists +9% fire +3% temporal Phys.save +9 (+1 eff.) HP.reg +2.00 Heal.mod +10% Knockbk- +10% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Dex +2 Mag +7 Wil +7 Cun +4 Con +8 Lck dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +12% lightning Res.pen +20% lightning +8% physical On Melee Ret: * 26% chance to reduce strength, dexterity, and constitution by 22 * 20% chance to reduce damage dealt by 35% ----- def ----- Armour +3 Resists +3% lightning Phys.save +8 (+0 eff.) Spell.save +9 (+0 eff.) Mind.save +7 (+2 eff.) Stealth +5 Blindside: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 51 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. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 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 26 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Ego+] Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +13% mind ----- def ----- Blind- +47% Confus- +30% ---------- misc Light +10 See.Stealth +13 See.Invis +13 Track: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 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 [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 73% * 20% chance to reduce all saves and defense by 44 ----- def ----- Resists +12% light +3% nature ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 302.00 fire damage (based on Magic). Uses 43 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 172 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 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By John Sleep the Dwarf Solipsist level 40
1st Profit 123rd year of Ascendancy at 09:49 see stats
By John Sleep the Dwarf Solipsist level 26
30th Iron 123rd year of Ascendancy at 19:05 see stats
By John Sleep the Dwarf Solipsist level 40
2nd Acquisition 123rd year of Ascendancy at 03:03 see stats
By John Sleep the Dwarf Solipsist level 24
2nd Shortage 122nd year of Ascendancy at 07:11 see stats
By John Sleep the Dwarf Solipsist level 45
15th Wealth 123rd year of Ascendancy at 21:55 see stats
By John Sleep the Dwarf Solipsist level 11
11st Wealth 122nd year of Ascendancy at 10:26 see stats
By John Sleep the Dwarf Solipsist level 44
12nd Wealth 123rd year of Ascendancy at 20:45 see stats
By John Sleep the Dwarf Solipsist level 34
2nd Voratun 123rd year of Ascendancy at 21:38 see stats
By John Sleep the Dwarf Solipsist level 32
2nd Stralite 123rd year of Ascendancy at 16:58 see stats
By John Sleep the Dwarf Solipsist level 23
27th Loss 122nd year of Ascendancy at 08:11 see stats
By John Sleep the Dwarf Solipsist level 28
1st Gold 123rd year of Ascendancy at 04:20 see stats
By John Sleep the Dwarf Solipsist level 32
2nd Stralite 123rd year of Ascendancy at 07:02 see stats
By John Sleep the Dwarf Solipsist level 26
30th Iron 123rd year of Ascendancy at 14:19 see stats
By John Sleep the Dwarf Solipsist level 10
4th Wealth 122nd year of Ascendancy at 14:21 see stats
By John Sleep the Dwarf Solipsist level 20
31st Dearth 122nd year of Ascendancy at 05:05 see stats
By John Sleep the Dwarf Solipsist level 30
5th Gold 123rd year of Ascendancy at 04:30 see stats
By John Sleep the Dwarf Solipsist level 40
1st Acquisition 123rd year of Ascendancy at 01:45 see stats
By John Sleep the Dwarf Solipsist level 36
25th Voratun 123rd year of Ascendancy at 08:38 see stats
By John Sleep the Dwarf Solipsist level 23
26th Loss 122nd year of Ascendancy at 20:41 see stats
By John Sleep the Dwarf Solipsist level 45
12nd Wealth 123rd year of Ascendancy at 23:14 see stats
By John Sleep the Dwarf Solipsist level 6
18th Voratun 122nd year of Ascendancy at 23:41 see stats
By John Sleep the Dwarf Solipsist level 10
6th Wealth 122nd year of Ascendancy at 05:22 see stats
By John Sleep the Dwarf Solipsist level 26
30th Iron 123rd year of Ascendancy at 19:05 see stats
By John Sleep the Dwarf Solipsist level 24
12nd Shortage 122nd year of Ascendancy at 10:32 see stats
By John Sleep the Dwarf Solipsist level 9
44th Profit 122nd year of Ascendancy at 08:52 see stats
By John Sleep the Dwarf Solipsist level 24
11st Shortage 122nd year of Ascendancy at 21:53 see stats
By John Sleep the Dwarf Solipsist level 28
42nd Steel 123rd year of Ascendancy at 23:27 see stats
By John Sleep the Dwarf Solipsist level 18
16th Dearth 122nd year of Ascendancy at 23:57 see stats
By John Sleep the Dwarf Solipsist level 44
11st Wealth 123rd year of Ascendancy at 20:31 see stats
By John Sleep the Dwarf Solipsist level 39
1st Acquisition 123rd year of Ascendancy at 01:45 see stats
Log
Orc berserker hits John Sleep for (100 resonance), 5 to psi, 92 physical (96 total damage).
John Sleep receives 6 healing (6 psi heal).
John Sleep gains 0% of a turn from Ancestral Life.
Orc necromancer is out of phase.
Thought-forged bowman's Crippling Shot performs a ranged critical strike against Orc necromancer!
Orc necromancer slows down.
Orc necromancer's magic has been disrupted.
Thought-forged bowman's Crippling Shot hits Orc necromancer for (219 absorbed), 110 physical, (14 absorbed), 7 cold, (19 absorbed), 10 acid, (8 absorbed), 4 cold, (12 absorbed), 6 nature (136 total damage).
Layeth the orc necromancer casts Arrow Stitching.
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Eladheba the orc fighter uses Flurry.
Eladheba the orc fighter performs a melee critical strike against John Sleep!
John Sleep is not dazed anymore.
Your resonance field crumbles under the damage!
The psychic field around John Sleep crumbles.
John Sleep's mind surges with critical power!
John Sleep attunes to the damage.
Eladheba the orc fighter slows down.
Eladheba the orc fighter performs a melee critical strike against John Sleep!
Eladheba the orc fighter roars triumphantly.
John Sleep instinctively hardens his skin and ignores the attack!
John Sleep repels an attack from Eladheba the orc fighter.
Eladheba the orc fighter performs a melee critical strike against John Sleep!
Eladheba the orc fighter performs a melee critical strike against John Sleep!
Eladheba the orc fighter performs a melee critical strike against John Sleep!
John Sleep converts some damage to Psi!
Eladheba the orc fighter hits John Sleep for (376 resonance), 38 to psi, 323 physical, (13 antimagic), 0 darkness, 266 physical (627 total damage).
Melee retaliation hits Eladheba the orc fighter for 17 nature, 6 acid, 3 nature, 4 light, 18 nature, 6 acid, 3 nature, 3 light, 18 nature, 6 acid, 3 nature, 3 light, 18 nature, 6 acid, 3 nature, 3 light, 18 nature, 6 acid, 3 nature, 3 light (151 total damage).
John Sleep the level 45 dwarf solipsist was impaled to death by Eladheba the orc fighter on level 1 of Ambush!.