Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official 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:
Embers of Rage 1.6.7Official 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:
Better Item Description 1.6.6This 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 Combat Text v2 1.5.10Description 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: Adventure Cool 1.5.5Makes adventurer a little more balanced with 1.3 talent trees Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Forbidden Cults 1.6.7Official 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 | Nightmare Adventure |
Sex | Male |
Race | Ghoul |
Class | Skirmisher |
Level / Exp | 50 / 1384% |
Size | medium |
Lifes / Deaths | Killed by Weirdling Beast at level 22 on the 60th Dusk 122nd year of Ascendancy at 18:32 2 / 5Killed by Yvurin the orc necromancer at level 37 on the 32nd Regrowth 123rd year of Ascendancy at 00:21 Killed by orc necromancer at level 43 on the 62nd Dusk 123rd year of Ascendancy at 19:20 Killed by orc necromancer at level 43 on the 65th Dusk 123rd year of Ascendancy at 11:58 Killed by skeleton mage at level 43 on the 65th Dusk 123rd year of Ascendancy at 13:37 |
Primary Stats
Strength | 75 (base 29) |
Dexterity | 106 (base 60) |
Constitution | 111 (base 60) |
Magic | 28 (base 10) |
Willpower | 25 (base 13) |
Cunning | 109 (base 60) |
Resources
Life | 2191/2191 |
Mana | 0/349 |
Stamina | 316/316 |
Steam | 100/100 |
Healing Factor | 1.7091459074732 |
Regeneration | 92.5081767669 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +80% |
Vision
Sight | 13 |
Lite | 14 |
Infravision | 9 |
See Stealth | 76.332211946115 |
See Invisible | 76.332211946115 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 205 |
Accuracy | 82 |
Crit Chance | 64% |
APR | 50 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 49 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +54% |
Blight | +35% |
Arcane | +36% |
Cold | +42% |
All | +21% |
Darkness | +41% |
Light | +50% |
Physical | +74% |
Fire | +51% |
Lightning | +24% |
Offense: Damage Penetration
Physical | +15% |
Lightning | +25% |
Light | +5% |
Temporal | +26% |
Darkness | +11% |
Arcane | +5% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 81.593220338983 (52.210054753609%) |
Defense | 85 |
Ranged Defense | 85 |
Fatigue | 0 |
Physical Save | 61 |
Spell Save | 26 |
Mental Save | 48 |
Defense: Resistances
Acid | + 68%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 62%( 70%) |
All | + 37%( 70%) |
Lightning | + 70%( 70%) |
Light | + 51%( 70%) |
Temporal | + 50%( 70%) |
Physical | + 63%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 60%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Silence Resistance | 27% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 472 damage for 4 turns. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 245% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Chant of Fortitude |
talent | Counter Shot |
talent | Premonition |
talent | Leeching Poison |
talent | Crippling Poison |
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 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by forest wight. Escort: lone alchemist (level 3 of Dreadfell) | failed |
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 defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You failed to protect the lost warrior from death by Slingshutoo. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 Horned Horror. * 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | invigorating pair of hardened leather boots of tirelessness (0 def, 3 armour) invigorating pair of hardened leather boots of tirelessness (0 def, 3 armour) 2.0 T3 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -6% Phys.save +12 (+3 eff.) Max.HP +36.00 Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Stam/turn +0.90 Max.stam +22.00 A pair of boots made of leather. |
Quiver | barbed pouch of voratun shots of annihilation (18/18, 73-87.6 power, 14 apr) barbed pouch of voratun shots of annihilation (18/18, 73-87.6 power, 14 apr) 3.0 T5 shot ammo [Ego++] Master Power 73.0 - 87.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +14 Crit +27.0% Capacity 18 Proj.spd +200% On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +4 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | nightwalker's alchemist's lamp of health nightwalker's alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +48.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Dragonskull Helm (0 def, 20 armour) Dragonskull Helm (0 def, 20 armour) 3.0 T5 head armor [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) Silence- +0% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Telepathy Dragon Blind-Fight: No penalty when attacking invisible/stealthed Traces of a dragon's power still remain in this bleached and cracked skull. |
On hands | Flashwhisper the voratun gauntlets (0 def, 8 armour) Flashwhisper the voratun gauntlets (0 def, 8 armour) 1.5 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +9 Cun +5 Dex dps ---------- Melee+ 12 acid Dmg.mod +9% acid +15% cold Res.pen +5% light Acc +8 (+2 eff.) Apr +12 ----- def ----- Armour +8 Fatigue +5% Resists +10% acid +6% light Mind.save +11 (+4 eff.) Max.HP +72.00 Disarm- +100% ---------- misc Light +3 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | dragonbone totem of healing 'Gelach' [power 434] (14 cooldown) dragonbone totem of healing 'Gelach' [power 434] (14 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Resists +6% nature Phys.save +12 (+3 eff.) HP.reg +4.00 Blind- +20% Disease- +20% Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Anarim the voratun ring Anarim the voratun ring0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +4 Wil dps ---------- Phys.pwr +18 (+5 eff.) Spell.pwr +20 (+6 eff.) Mind.pwr +21 (+6 eff.) Dmg.mod +8% all Res.pen +5% mind Acc +17 (+3 eff.) Apr +17 On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +16 (+3 eff.) Resists +6% light +7% arcane HP.reg +8.00 Silence- +27% Disarm- +27% Stun/Frz- +50% Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | Anoleyon the Tempestserpent Anoleyon the Tempestserpent0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str dps ---------- Phys.pwr +20 (+5 eff.) Spell.pwr +20 (+6 eff.) Mind.pwr +20 (+6 eff.) Dmg.mod +3% lightning +6% all Res.pen +25% lightning Melee Ret 4 arcane ----- def ----- Armour +16 Resists +9% lightning Max.HP +95.00 HP.reg +14.00 Heal.mod +17% Rings can have magical properties. |
Around neck | Mayabrewen Mayabrewen0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +19 Dex +18 Cun +19 Con dps ---------- Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Mov.spd +20% Dmg.mod +14% blight +10% fire +9% arcane Res.pen +5% arcane +26% temporal ----- def ----- Fatigue -18% Resists +6% temporal HP.reg +9.00 Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Stam/turn +2.40 Amulets can have magical properties. |
In main hand | Nithan's Force Nithan's Force 4.0 T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 On Hit.r1 +90 20% chance of physical repulsion 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 14 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 | Miregrind Miregrind 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +2 Dex +3 Con dps ---------- Acc +20 (+4 eff.) ----- def ----- Armour +13 Defense +32 (+6 eff.) Fatigue -20% Resists +9% acid +9% cold +9% fire +6% nature +10% lightning Phys.save +24 (+6 eff.) Stealth +15 ---------- misc Max.enc +50 Stam/turn +1.00 Psi/ret +0.08 Max.stam +20.00 A belt that goes around your waist. |
In off hand | Relgugen the Ashbutcher (20 def, 10 armour, 66.5-79.8 power, 238.5 block) Relgugen the Ashbutcher (20 def, 10 armour, 66.5-79.8 power, 238.5 block)7.0 T5 shield armor [Random Unique] Arcane/Master When used to Attack: Power 66.5 - 79.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +238 Melee+ +16 arcane On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- Dmg.mod +6% arcane Melee Ret 8 fire ----- def ----- Armour +10 Defense +20 (+4 eff.) Fatigue +8% Resists +28% lightning Die.at -40.00 life ---------- misc Wards +13 lightning +13 temporal +16 darkness +14 fire +13 nature +15 blight +15 cold +13 arcane +14 light Talents +2 Ward +1 Block Handheld deflection devices. |
Cloak | shadow elven-silk cloak of the voidstalker (3 def, 0 armour) shadow elven-silk cloak of the voidstalker (3 def, 0 armour) 2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +20% darkness Res.pen +11% darkness ----- def ----- Defense +3 (+0 eff.) Resists +30% lightning +15% temporal +51% darkness Stealth +16 Stun/Frz- +50% Def/telep +19 Res/telep +13% Dur/telep +24% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | sunsealed elven-silk robe of alchemy (6 def, 6 armour) sunsealed elven-silk robe of alchemy (6 def, 6 armour) 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Dmg.mod +24% acid +18% physical +29% light +6% cold +20% fire ----- def ----- Armour +6 Defense +6 (+1 eff.) Resists +15% acid +16% physical +11% light +11% darkness +15% cold +13% fire +15% all Max.HP +53.00 HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% ---------- misc Light +3 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 101% / cooldown 52%) medical injector implant (efficiency 101% / cooldown 52%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 228% / cooldown 65%) medical injector implant of the duelist (efficiency 228% / cooldown 65%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 228% efficiency and cooldown mod of 65%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Prismatic Rune (6 turns; acid, physical, darkness, blight, nature, temporal) Prismatic Rune (6 turns; acid, physical, darkness, blight, nature, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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: 3 acid, 4 physical, 3 darkness, 5 blight, 3 nature, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 240 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune of the sneak (absorb 132; cd 13) shatter afflictions rune of the sneak (absorb 132; cd 13)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 132 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 427; dur 4; cd 14) shielding rune of the duelist (absorb 427; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 427 damage for 4 turns. 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. |
teleportation rune of the duelist (range 209; cd 13) teleportation rune of the duelist (range 209; cd 13)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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 209 with a minimum range of 15. 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. |
schematic: Ablative Armour schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid Groove 2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Air Recycler 6 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Antimagic Shell 4 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement 2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support 2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell 2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Edge 3 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Deflection Field 4 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell 2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve 2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder 3 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Focus Lens 6 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve 3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fungal Web 4 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon 2 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hook Shell 3 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Kinetic Stabiliser 4 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell 2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mana Coil 4 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator 3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Moss Tread 5 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Pain Suppressor Salve 6 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove 2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Razor Edge 7 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating 2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector 3 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Shell 5 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin 2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Edge 3 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment 3 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Spring Grapple 4 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun 5 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamsaw 6 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Thunderclap Coating 5 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Unstoppable Force Salve 4 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Injector 3 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Needlegun 3 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Water Salve 4 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Waterproof Coating 7 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Winterchill Edge 4 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Tome of Wildfire Tome of Wildfire0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Brodudar the steel amulet Brodudar the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +6% mind +6% physical ----- def ----- Resists +6% fire +12% mind +6% nature Max.HP +40.00 Amulets can have magical properties. |
Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 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 53 power out of 60/60 The evilness of undeath radiates from this amulet. |
Mirror Shards Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 206 strength, based on Magic) for 5 turns. Uses 21 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 32 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (149). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Unflinching Eye Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 53 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying steel amulet of magic (+3) clarifying steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +10% mind Confus- +24% Amulets can have magical properties. |
clarifying stralite amulet of mastery (0.23 Technique / Skirmisher - Slings) clarifying stralite amulet of mastery (0.23 Technique / Skirmisher - Slings)0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +22% mind Confus- +25% ---------- misc Masteries +0.23 Technique/Skirmisher - Slings Amulets can have magical properties. |
copper amulet 'Darkschism' copper amulet 'Darkschism'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire +9% cold ----- def ----- Resists +12% mind +9% darkness Confus- +22% Amulets can have magical properties. |
grounding copper amulet grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets can have magical properties. |
vitalizing voratun amulet of perfection (0.40 Technique / Skirmisher - Slings,0.40 Technique / Combat training) vitalizing voratun amulet of perfection (0.40 Technique / Skirmisher - Slings,0.40 Technique / Combat training)0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Con ----- def ----- Phys.save +16 (+4 eff.) Max.HP +56.00 HP.reg +8.00 ---------- misc Masteries +0.40 Technique/Combat training +0.40 Technique/Skirmisher - Slings Amulets can have magical properties. |
voratun amulet 'Blazeonslaught' voratun amulet 'Blazeonslaught'0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +10 Dex +13 Wil +10 Cun +9 Con dps ---------- Spell.crit +6% Crit.mult +15.00% Mov.spd +10% Res.pen +29% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Fatigue -10% Spell.save +12 (+6 eff.) HP.reg +4.00 ---------- misc Stam/turn +1.50 Vim/s.crit +2.29 Max.vim +40.00 Amulets can have magical properties. |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental Fury Elemental Fury0.1 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. |
Liselle Liselle0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun +6 Wil dps ---------- Mind.pwr +39 (+11 eff.) ----- def ----- Resists +3% acid Mind.save +6 (+2 eff.) Rings can have magical properties. |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's gold ring of perseverance conjurer's gold ring of perseverance0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +28% Rings can have magical properties. |
conjurer's stralite ring of perseverance conjurer's stralite ring of perseverance0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +9 (+3 eff.) ----- def ----- HP.reg +4.00 Stun/Frz- +37% Rings can have magical properties. |
copper ring of sensing copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings can have magical properties. |
painweaver's voratun ring of life painweaver's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +17 (+5 eff.) Dmg.mod +5% all ----- def ----- Max.HP +71.00 HP.reg +11.00 Heal.mod +16% Rings can have magical properties. |
savior's copper ring savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Rings can have magical properties. |
sneakthief's gold ring of lightning (+26%) sneakthief's gold ring of lightning (+26%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +13% lightning Acc +7 (+1 eff.) ----- def ----- Resists +26% lightning Rings can have magical properties. |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring of perseverance steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings can have magical properties. |
titan's copper ring of the mind (+11%) titan's copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Phys.save +6 (+2 eff.) Rings can have magical properties. |
treant's stralite ring of lightning (+11%) treant's stralite ring of lightning (+11%)0.1 T4 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +11% blight +8% nature +26% lightning Poison- +22% Disease- +23% Rings can have magical properties. |
Blindbrace the hardened leather sling Blindbrace the hardened leather sling4.0 T3 sling 1H weapon [Random Unique] Arcane/Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 acid +12 arcane On Crit.r2 +14 acid +25 nature On Hit: * 20% chance to reduce damage dealt by 26% While equipped: dps ---------- Dmg.mod +9% acid Res.pen +17% acid +9% physical +15% darkness +13% nature +5% arcane Apr +10 ----- def ----- Resists +5% arcane Slings are used to hurl stones or metal shots at your foes. |
Boltpeal the cured leather sling Boltpeal the cured leather sling4.0 T2 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit.r1 +16 lightning While equipped: Stats +2 Mag dps ---------- Phys.crit +9.0% Dmg.mod +6% lightning +6% temporal +3% fire +7% physical Res.pen +6% temporal +6% physical Acc +14 (+3 eff.) Melee Ret 2 lightning ----- def ----- Resists +6% fire ---------- misc Reload +2 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
enhanced hardened leather sling of enduring enhanced hardened leather sling of enduring4.0 T3 sling 1H weapon [Ego++] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +6 Str +4 Dex +5 Mag +12 Wil +5 Cun +10 Con ----- def ----- Max.HP +51.00 Slings are used to hurl stones or metal shots at your foes. |
halfling drakeskin leather sling of enduring halfling drakeskin leather sling of enduring4.0 T5 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit.r1 +0 20% chance of physical repulsion While equipped: Stats +10 Con +10 Wil dps ---------- Dmg.mod +16% physical ----- def ----- Max.HP +83.00 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+14 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 174 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Razorblade, the Cursed Waraxe (38-53.2 power, 16 apr) Razorblade, the Cursed Waraxe (38-53.2 power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+8 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Mighty Girdle Mighty Girdle1.0 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. |
balancing hardened leather belt of burglary balancing hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +7 Dex +10 Cun +6 Lck dps ---------- Phys.crit +7.0% Mind.crit +7% ----- def ----- Fatigue +0% Stealth +10 ---------- misc T.Disarm +11 Max.enc +0 Infravis +4 A belt that goes around your waist. |
Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Resists +0% lightning Stun/Frz- +0% A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak of the voidstalker (1 def, 0 armour) linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +0% lightning +11% temporal +12% darkness Stun/Frz- +0% Def/telep +12 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 44 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Nerada the drakeskin leather gloves (0 def, 3 armour) Nerada the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +7 (+2 eff.) Melee+ 8 fire 22 mind 28 darkness Dmg.mod +8% fire Res.pen +10% mind On Hit (Melee): * 19% chance to reduce all saves and defense by 32 ----- def ----- Armour +3 Resists +12% lightning +18% fire Phys.save +22 (+6 eff.) Spell.save +8 (+4 eff.) Mind.save -1 (+0 eff.) Disarm- +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 27 cooldown Level 4.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's drakeskin leather gloves of the nighthunter (0 def, 3 armour) alchemist's drakeskin leather gloves of the nighthunter (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +2 Wil +4 Cun dps ---------- Melee+ 10 acid 7 fire 6 cold 8 lightning Acc +10 (+2 eff.) ----- def ----- Armour +3 Resists +10% darkness ---------- misc Infravis +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 14 cooldown Level 2.6 Pwr.cost 14 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour)2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) Silence- +0% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Masteries +0.20 Technique/Thuggery Blind-Fight: No penalty when attacking invisible/stealthed A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% 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. |
prismatic drakeskin leather armour of the void (20 def, 8 armour) prismatic drakeskin leather armour of the void (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 8 darkness Ranged+ 8 darkness ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +17% temporal +40% darkness +16% light HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% Def/telep +29 Res/telep +20% Dur/telep +22% Blink to a nearby random location (rad 14) Puts all charms on 22 cooldown A suit of armour made of leather. |
volcanic drakeskin leather armour of fire resistance (20 def, 21 armour) volcanic drakeskin leather armour of fire resistance (20 def, 21 armour)9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 9 fire Ranged+ 7 fire ----- def ----- Armour +21 Defense +20 (+4 eff.) Fatigue +8% Resists +36% fire +21% physical HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% A suit of armour made of leather. |
Arath the Murkwinnow (0 def, 20 armour, 64-76.8 power, 218 block) Arath the Murkwinnow (0 def, 20 armour, 64-76.8 power, 218 block)7.0 T5 shield armor [Random Unique] Nature When used to Attack: Power 64.0 - 76.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +218 Melee+ +18 nature On Hit: * 20% chance to reduce damage dealt by 26% * 10% chance to slow global speed by 60% * Deal physical damage equal to your armor (82) While equipped: dps ---------- Dmg.mod +3% darkness +9% mind ----- def ----- Armour +20 Fatigue +8% Resists +37% nature +47% blight Max.HP +104.00 ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced voratun shield of resistance (0 def, 19 armour, 67-80.4 power, 280.5 block) reinforced voratun shield of resistance (0 def, 19 armour, 67-80.4 power, 280.5 block)7.0 T5 shield armor [Ego+] Nature/Master When used to Attack: Power 67.0 - 80.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +280 While equipped: ----- def ----- Armour +19 Fatigue +8% Resists +11% acid +10% fire +8% lightning +10% cold ---------- misc Talents +1 Block Handheld deflection devices. |
7 agate 7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
353 alchemist agate 353 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"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? |
3 emerald 3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
nightwalker's alchemist's lamp of health nightwalker's alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +43.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Telos's Staff Crystal Telos's Staff Crystal0.0 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
40 alchemist bloodstone 40 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
6 bloodstone 6 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 fire opal 10 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 ruby 10 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 27 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 377.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 29] amazing fiery salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (29% fire, light and lightning affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 29] amazing frost salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 50% cooldown modifier. Remove 3 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 417] amazing healing salve [power 417]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 50% cooldown modifier. Heal 417 Puts Talent Medical Injector on 14 cooldown Medical salve. |
amazing pain suppressor salve [power 365] amazing pain suppressor salve [power 365]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 50% cooldown modifier. Let you fight up to -365 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
amazing water salve [power 29] amazing water salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 50% cooldown modifier. Remove 3 mental effects and grants a water aura (29% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
potent water salve [power 19] potent water salve [power 19]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 50% cooldown modifier. Remove 1 mental effects and grants a water aura (19% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 22] powerful frost salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 50% cooldown modifier. Remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 301] powerful healing salve [power 301]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 132% efficiency and 50% cooldown modifier. Heal 301 Puts Talent Medical Injector on 14 cooldown Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Scattermind (20/20, 17-20.4 power, 7 apr) Scattermind (20/20, 17-20.4 power, 7 apr)3.0 T3 shot ammo [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 60% Cun, 60% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Wintergasher the pouch of steel shots (16/16, 28.5-34.2 power, 2 apr) Wintergasher the pouch of steel shots (16/16, 28.5-34.2 power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master Power 28.5 - 34.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +10.5% Capacity 16 Ranged+ +9 light Against +7% Undead On Hit.r1 +12 mind +12 cold On Crit.r2 +8 cold On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of grasping (19/19, 69-82.8 power, 6 apr) barbed pouch of voratun shots of grasping (19/19, 69-82.8 power, 6 apr)3.0 T5 shot ammo [Ego++] Nature/Master Power 69.0 - 82.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Capacity 19 On Hit: * 20% chance to create vines that bind the target to the ground dealing 214 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of grasping (21/21, 43-51.6 power, 5 apr) psychokinetic pouch of stralite shots of grasping (21/21, 43-51.6 power, 5 apr)3.0 T4 shot ammo [Ego++] Nature/Psionic Power 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Ranged+ +26 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 214 physical damage * 20% chance to create vines that bind the target to the ground dealing 214 nature damage and pinning them for 3 turns While equipped: Shots are used with slings to pummel your foes to death. |
tundral pouch of steel shots of accuracy (21/21, 20.5-24.6 power, 2 apr) tundral pouch of steel shots of accuracy (21/21, 20.5-24.6 power, 2 apr)3.0 T2 shot ammo [Ego] Nature/Master Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 21 Ranged+ +8 cold On Crit.r2 +5 cold Shots are used with slings to pummel your foes to death. |
great air recycler great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
great second skin great second skin0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Tinkers can be attached to normal items to improve them with steam power! |
mastercraft focus lens mastercraft focus lens0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
mastercraft poison groove mastercraft poison groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
stralite grip stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
iron torque of mindblast 'Porema' [power 100] (14 cooldown) iron torque of mindblast 'Porema' [power 100] (14 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% temporal ----- def ----- Defense +20 (+4 eff.) Resists +5% arcane +3% light Die.at -80.00 life HP.reg +4.00 Blind- +10% Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Lelurahell [power 182] (14 cooldown) Lelurahell [power 182] (14 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +5% arcane Confus- +20% Sting an enemy dealing 220 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 22 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
evasive yew totem of stinging [power 260] (14 cooldown) evasive yew totem of stinging [power 260] (14 cooldown)2.0 T3 totem charm [Ego+] Nature Sting an enemy dealing 315 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
14 amethyst 14 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 27 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. |
Pearl of Life and Death Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
6 diamond 6 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.0 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. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Slingshutoo the Ghoul Skirmisher level 31
74th Haze 122nd year of Ascendancy at 17:55 see stats
By Slingshutoo the Ghoul Skirmisher level 50
15th Haze 123rd year of Ascendancy at 13:37 see stats
By Slingshutoo the Ghoul Skirmisher level 31
72nd Haze 122nd year of Ascendancy at 20:39 see stats
By Slingshutoo the Ghoul Skirmisher level 35
2nd Wintertide 123rd year of Ascendancy at 09:08 see stats
By Slingshutoo the Ghoul Skirmisher level 43
54th Dusk 123rd year of Ascendancy at 08:21 see stats
By Slingshutoo the Ghoul Skirmisher level 33
7th Decay 122nd year of Ascendancy at 23:22 see stats
By Slingshutoo the Ghoul Skirmisher level 20
44th Dusk 122nd year of Ascendancy at 10:43 see stats
By Slingshutoo the Ghoul Skirmisher level 32
3rd Decay 122nd year of Ascendancy at 22:33 see stats
By Slingshutoo the Ghoul Skirmisher level 41
2nd Dusk 123rd year of Ascendancy at 17:09 see stats
By Slingshutoo the Ghoul Skirmisher level 50
44th Haze 123rd year of Ascendancy at 13:46 see stats
By Slingshutoo the Ghoul Skirmisher level 19
42nd Dusk 122nd year of Ascendancy at 17:44 see stats
By Slingshutoo the Ghoul Skirmisher level 25
44th Haze 122nd year of Ascendancy at 04:16 see stats
By Slingshutoo the Ghoul Skirmisher level 24
21st Haze 122nd year of Ascendancy at 11:17 see stats
By Slingshutoo the Ghoul Skirmisher level 50
40th Haze 123rd year of Ascendancy at 06:05 see stats
By Slingshutoo the Ghoul Skirmisher level 36
2nd Regrowth 123rd year of Ascendancy at 10:45 see stats
By Slingshutoo the Ghoul Skirmisher level 25
49th Haze 122nd year of Ascendancy at 23:22 see stats
By Slingshutoo the Ghoul Skirmisher level 10
1st Flare 122nd year of Ascendancy at 07:21 see stats
By Slingshutoo the Ghoul Skirmisher level 20
43rd Dusk 122nd year of Ascendancy at 04:14 see stats
By Slingshutoo the Ghoul Skirmisher level 30
70th Haze 122nd year of Ascendancy at 16:05 see stats
By Slingshutoo the Ghoul Skirmisher level 40
75th Regrowth 123rd year of Ascendancy at 23:13 see stats
By Slingshutoo the Ghoul Skirmisher level 50
14th Haze 123rd year of Ascendancy at 16:22 see stats
By Slingshutoo the Ghoul Skirmisher level 50
36th Haze 123rd year of Ascendancy at 07:14 see stats
By Slingshutoo the Ghoul Skirmisher level 38
62nd Regrowth 123rd year of Ascendancy at 00:12 see stats
By Slingshutoo the Ghoul Skirmisher level 50
44th Haze 123rd year of Ascendancy at 13:44 see stats
By Slingshutoo the Ghoul Skirmisher level 47
4th Haze 123rd year of Ascendancy at 01:27 see stats
By Slingshutoo the Ghoul Skirmisher level 38
69th Regrowth 123rd year of Ascendancy at 23:45 see stats
By Slingshutoo the Ghoul Skirmisher level 21
55th Dusk 122nd year of Ascendancy at 03:32 see stats
By Slingshutoo the Ghoul Skirmisher level 33
4th Decay 122nd year of Ascendancy at 01:27 see stats
By Slingshutoo the Ghoul Skirmisher level 22
60th Dusk 122nd year of Ascendancy at 18:29 see stats
By Slingshutoo the Ghoul Skirmisher level 5
5th Mirth 122nd year of Ascendancy at 18:26 see stats
By Slingshutoo the Ghoul Skirmisher level 50
35th Haze 123rd year of Ascendancy at 20:08 see stats
By Slingshutoo the Ghoul Skirmisher level 38
72nd Regrowth 123rd year of Ascendancy at 02:32 see stats
By Slingshutoo the Ghoul Skirmisher level 11
4th Flare 122nd year of Ascendancy at 21:51 see stats
By Slingshutoo the Ghoul Skirmisher level 37
40th Regrowth 123rd year of Ascendancy at 01:42 see stats
By Slingshutoo the Ghoul Skirmisher level 38
71st Regrowth 123rd year of Ascendancy at 02:37 see stats
By Slingshutoo the Ghoul Skirmisher level 29
70th Haze 122nd year of Ascendancy at 07:18 see stats
By Slingshutoo the Ghoul Skirmisher level 16
29th Dusk 122nd year of Ascendancy at 15:40 see stats
By Slingshutoo the Ghoul Skirmisher level 29
70th Haze 122nd year of Ascendancy at 16:05 see stats
Log
Today is the 61st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
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Today is the 62nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
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Today is the 63rd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:46.
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Today is the 64th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
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There is a Golem Graveyard here (press '' or right click to use).
--------------------------------
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
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Lore found: Atamathon, the giant golem
Saving done.
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Slingshutoo deactivates Leeching Poison.
Slingshutoo deactivates Premonition.
Slingshutoo deactivates Counter Shot.
Slingshutoo deactivates Crippling Poison.
Slingshutoo deactivates Apply Poison.
Slingshutoo deactivates Chant of Fortitude.