












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.5.10This 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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Mindslayer |
| Level / Exp | 50 / 697% |
| Size | medium |
| Lifes / Deaths | Killed by Salogavena the minotaur at level 15 on the 8th Dusk 122nd year of Ascendancy at 22:13 0 / 7Killed by Gemira the cave troll at level 25 on the 7th Decay 122nd year of Ascendancy at 23:43 Killed by Gemira the cave troll at level 25 on the 8th Decay 122nd year of Ascendancy at 02:02 Killed by Gemira the cave troll at level 27 on the 27th Regrowth 123rd year of Ascendancy at 12:56 Killed by Silusevena the worm that walks at level 33 on the 72nd Regrowth 123rd year of Ascendancy at 12:13 Killed by Zubelle the corrupted mastocytic feeder at level 39 on the 68th Pyre 123rd year of Ascendancy at 04:19 Killed by overpowered greater multi-hued wyrm at level 42 on the 8th Flare 123rd year of Ascendancy at 23:24 |
Primary Stats
| Strength | 166 (base 60) |
| Dexterity | 134 (base 35) |
| Constitution | 33 (base 7) |
| Magic | 46 (base 11) |
| Willpower | 142.17906721256 (base 62) |
| Cunning | 124 (base 65) |
Resources
| Life | 988/988 |
| Steam | 100/100 |
| Equilibrium | 18 |
| Psi | 206/206 |
| Healing Factor | 1.4099507389163 |
| Regeneration | 2.326418719212 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.7836465099% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 5 |
| See Stealth | 48.794161187114 |
| See Invisible | 48.794161187114 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 225 |
| Accuracy | 75 |
| Crit Chance | 69% |
| APR | 102 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 176 |
| Accuracy | 75 |
| Crit Chance | 70% |
| APR | 74 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Mind
| Mindpower | 90 |
| Crit Chance | 76% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +62% |
| Acid | +18% |
| Light | +17% |
| Mind | +27% |
| Cold | +23% |
| Arcane | +20% |
| Fire | +17% |
| All | +8% |
Offense: Damage Penetration
| Acid | +10% |
| Light | +5% |
| Physical | +15% |
| Nature | +45% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 85.08934837382 (81.030927835052%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 19 |
| Physical Save | 55 |
| Spell Save | 48 |
| Mental Save | 80 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 54%( 70%) |
| Arcane | -2%( 40%) |
| Cold | + 68%( 80%) |
| All | + 15%( 70%) |
| Mind | + 28%( 70%) |
| Lightning | + 80%( 80%) |
| Light | + 33%( 70%) |
| Temporal | + 38%( 70%) |
| Physical | + 46%( 70%) |
| Darkness | + 45%( 80%) |
| Fire | + 64%( 80%) |
| Nature | + 80%( 80%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 30% |
| Teleport Resistance | 100% |
| Blind Resistance | 40% |
| Silence Resistance | 15% |
| Bleed Resistance | 15% |
| Pinning Resistance | 20% |
| Disarm Resistance | 99% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (5/5)
| 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 273% efficiency and cooldown mod of 66%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 12 turns. While Heroism is active, you will only die when reaching -1173 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1135% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 270% efficiency and cooldown mod of 55%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 43% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.50 |
| 5/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Thermal mastery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Psionic / Focus | 1.40 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Thermal Aura |
| talent | Thermal Shield |
| talent | Psiblades |
| talent | Kinetic Shield |
| talent | Augmentation |
| talent | Skate |
| talent | Beyond the Flesh |
| talent | Deflect Projectiles |
| talent | Kinetic Aura |
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 | completed |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Silusevena the worm that walks. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You failed to protect the worried loremaster from death by spitting spider. Escort: worried loremaster (level 1 of Ruins of Kor'Pul) | failed |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed bear paw. * You've found the needed bloated horror heart. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed vial of fire wyrm saliva. * You've found the needed skeleton mage skull. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed red crystal shard. * You've found the needed vial of greater demon bile. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * 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 within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Legacy of the Naloren (84-117.6 power, 40 apr) 3.0 T5 trident 2H weapon [Unique] Nature/Psionic Power 84.0 - 117.6 Physical Uses 151% Wil Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +40 Crit +40.0% Atk.spd 100% On Hit: 10% Stunning Blow 1 On Hit: 10% Spit Poison 5 On Hit: 10% Silence 3 While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con +10 Lck dps ---------- Mind.crit +12% Phys.pwr +12 (+2 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +15% cold +25% nature +10% mind ----- def ----- Resists +10% acid +15% cold +20% nature ---------- misc Light +2 Cooldown Spit Poison -2 Rush -3 Masteries +0.30 Technique/Combat techniques +0.30 Technique/Combat training +0.30 Psionic/Psychic Assault Implode: Level 2.6 Pwr.cost 32 out of 60/60. Range 5 Travel.spd instantaneous Is a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 5 turns and dealing 119.9 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
| Light source | Amasus the Growvault1.0 T3 lite [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.crit +3% On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +12% temporal +9% fire Mind.save +20 (+4 eff.) Heal/summ +30 ---------- misc Max.psi +30.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Layerin (0 def, 5 armour) 3.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +13 Str +11 Wil +15 Cun dps ---------- Phys.pwr +11 (+2 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +6% blight +13% physical Phys.save +9 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +15 (+3 eff.) Blind- +15% Cut- +15% Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Bolar the Wildvault (0 def, 15 armour) 3.0 T5 feet armor [Random Unique] Master While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +8 (+1 eff.) Dmg.mod +12% arcane Res.pen +15% nature +15% physical Apr +10 On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +15 Fatigue +4% Resists +6% nature Phys.save +12 (+4 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Vorigavea the Dawnbringer (dig speed 16 turns)3.0 T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +8 Str +1 Mag +5 Wil +2 Con dps ---------- Dmg.mod +9% fire +9% mind +6% light Res.pen +5% light ----- def ----- Fatigue -7% Mind.save +10 (+2 eff.) ---------- misc Light +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Nerowen'0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +14 Dex dps ---------- Acc +28 (+6 eff.) ----- def ----- Crit.dmg- 10.00% Mind.save +9 (+2 eff.) Max.HP +100.00 HP.reg +1.40 Heal.mod +24% Blind- +25% Silence- +15% Disarm- +10% Rings can have magical properties. |
| On fingers | Velewen the Blindwolf0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +15 Dex +5 Mag +22 Cun dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +3% light +9% nature Res.pen +10% nature Acc +22 (+5 eff.) On Hit (Melee): * Slows global speed by 30% * 15% chance to blind ----- def ----- Resists +6% light ---------- misc Light +1 Rings can have magical properties. |
| Around waist | Girdle of Preservation 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Defense +0 (+0 eff.) Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+3 eff.) Proj.slow +0% Confus- +20% ---------- misc Stam/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In main hand | Eyal's Will (22-24.2 power, 81 apr, nature damage) 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 117% Wil, 39% Cun Mastery Psiblades Acc uses Wil Apr +81 Crit +5.0% Atk.spd 100% On Hit: * flashes light on your target dealing 105 damage While equipped: Stats +20 Wil dps ---------- Mind.crit +9% Crit.mult +12.00% Mind.pwr +35 (+7 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 124.28 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +5 Fatal Attractor Gauntlets. But with steam power! |
| In off hand | Amethyst of Sanctuary (15-16.5 power, 53 apr, mind damage) 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 88% Wil, 43% Cun Mastery Psiblades Acc uses Wil Apr +53 Crit +6.0% Atk.spd 100% On Hit: * flashes light on your target dealing 115 damage While equipped: Stats +16 Wil dps ---------- Mind.crit +7% Crit.mult +15.00% Mind.pwr +27 (+6 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+5 eff.) ---------- misc Max.psi +20.00 Masteries +0.10 Psionic/Focus +0.20 Psionic/Absorption Resonance Field: Level 2.4 Pwr.cost 20 out of 25/25. Range melee/personal Travel.spd instantaneous Is a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (395 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
| Cloak | Ureslak's Molted Scales (0 def, 0 armour) 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +44% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Stun/Frz- +40% Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 40 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
| Main armor | voratun plate armour 'Zolen' (9 def, 31 armour) 17.0 T5 massive armor [Random Unique] Arcane/Nature/Master While equipped: Stats +25 Str +10 Dex +19 Mag +16 Wil +12 Cun +15 Con dps ---------- Phys.crit +8.0% Spell.crit +10% Mind.crit +7% Crit.mult +10.00% Phys.pwr +24 (+4 eff.) Spell.pwr +25 (+4 eff.) Mind.pwr +25 (+5 eff.) On Hit (Melee): * 20% chance to disease ----- def ----- Armour +31 Defense +9 (+3 eff.) Fatigue +22% Resists +35% lightning +13% physical +14% fire +12% cold +12% acid Disarm- +39% Stun/Frz- +36% Knockbk- +40% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
medical injector implant of the psychic (efficiency 255% / cooldown 80%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 255% efficiency and cooldown mod of 80%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 252% / cooldown 75%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 252% efficiency and cooldown mod of 75%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the sneak (efficiency 219% / cooldown 82%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 219% efficiency and cooldown mod of 82%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 103% / cooldown 71%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 103% efficiency and cooldown mod of 71%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 230% / cooldown 82%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 230% efficiency and cooldown mod of 82%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 207% / cooldown 76%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 207% efficiency and cooldown mod of 76%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 17)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 17.4 steam per turn. Can be activated for an instant burst of 87 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 43%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 43% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the titan (resist 23%; cure mental, physical)0.1 T1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
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... |
mindweaver's copper amulet of willpower (+4)0.1 T1 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Mind.save +6 (+1 eff.) Confus- +10% Amulets can have magical properties. |
Balefast0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +6 Dex +8 Lck dps ---------- Acc +9 (+2 eff.) Melee Ret 12 acid ----- def ----- Defense +8 (+3 eff.) Fatigue -8% Crit.dmg- 15.00% Unseen.red 12% ---------- misc Light +2 Amulets can have magical properties. |
Splendourfame the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Str +6 Dex +6 Wil ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +30% lightning +9% fire Confus- +15% ---------- misc Light +3 Amulets can have magical properties. |
Brenosin the Blazeknight0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid On Hit (Melee): * 30% chance to blind * 30% chance to corrode armour by 30% ----- def ----- Resists +15% mind +9% light Confus- +28% ---------- misc Light +3 Amulets can have magical properties. |
gold amulet 'Nerewen'0.1 T3 amulet jewelry [Rare] Master While equipped: ----- def ----- Resists +6% blight +6% lightning Phys.save +30 (+9 eff.) Blind- +25% Poison- +15% Cut- +10% Disarm- +10% Knockbk- +10% ---------- misc Masteries +0.28 Psionic/Augmented mobility Amulets can have magical properties. |
warrior's gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +15% Cut- +40% ---------- misc Stam/turn +0.60 Heal: Puts all charms on 28 cooldown Level 1.0 Pwr.cost 28 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 336 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Zeruzilarion0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +10 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Melee Ret 16 mind ---------- misc Equi/ret +0.16 Telepathy Demon/Minor Demon/Major Masteries +0.27 Wild-gift/Mindstar mastery +0.27 Psionic/Absorption Amulets can have magical properties. |
voratun amulet 'Kilntorrent'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Wil +4 Cun +7 Con dps ---------- Dmg.mod +18% fire Res.pen +5% fire ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +3 Masteries +0.33 Cunning/Survival +0.33 Steamtech/Physics Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring 'Flashvenom'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% light +9% fire Res.pen +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +22% light +6% temporal Rings can have magical properties. |
titan's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +4 (+2 eff.) Rings can have magical properties. |
warrior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +22.00 Disarm- +22% Pinning- +20% Knockbk- +23% Rings can have magical properties. |
Togund the Bilegrit0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex +4 Mag +6 Wil dps ---------- Spell.pwr +6 (+1 eff.) Acc +4 (+1 eff.) ----- def ----- Blind- +22% ---------- misc Infravis +6 See.Stealth +9 See.Invis +7 Rings can have magical properties. |
Cuthysaldil the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +12% cold ----- def ----- Defense +10 (+4 eff.) Resists +6% acid +36% cold +9% blight Max.HP +47.00 HP.reg +0.80 Heal.mod +13% Rings can have magical properties. |
Duvastir0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +10 (+2 eff.) Apr +5 ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Phys.save +30 (+9 eff.) Mind.save +10 (+2 eff.) Confus- +38% ---------- misc Stam/turn +0.80 Rings can have magical properties. |
Nightroar0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +18% darkness +6% mind Res.pen +20% darkness +20% mind Melee Ret 16 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +12 (+4 eff.) Resists +12% darkness Rings can have magical properties. |
Tarrorehir the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +2 Wil +5 Cun dps ---------- Dmg.mod +13% nature ----- def ----- Defense +10 (+4 eff.) Resists +9% fire +26% nature +9% mind Mind.save +8 (+2 eff.) Confus- +24% Rings can have magical properties. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Dream Malleus (56-84 power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 56.0 - 84.0 Physical Uses 145% Wil Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +29 mind On Hit: * 14% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+3 eff.) Dmg.mod +10% mind +10% physical Res.pen +25% physical Acc +10 (+2 eff.) ----- def ----- Defense +16 (+6 eff.) Rng.Def +9 (+3 eff.) Disarm- +28% ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
dwarven-steel greatsword 'Cyruba' (38-60.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 38.0 - 60.8 Physical Uses 129% Wil Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 111% Melee+ +13 acid On Hit.r1 +8 blight On Hit: * 20% chance to disease On Crit: * wounds the target for 7 turns: 22 bleeding, 70% reduced healing * splashes the target with acid While equipped: Stats +5 Dex dps ---------- Phys.crit +12.0% Phys.pwr +14 (+3 eff.) Dmg.mod +9% blight Acc +9 (+2 eff.) ----- def ----- Resists +3% cold Massive two-handed swords. |
Gleamwake the voratun greatsword (61.5-98.4 power, 16 apr) 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 61.5 - 98.4 Physical Uses 129% Wil Acc+ +0.4% crit.pwr / acc Apr +16 Crit +17.0% Atk.spd 100% Melee+ +26 cold On Crit.r2 +8 light On Crit: * cripple the target While equipped: Stats +2 Str +2 Mag +2 Cun +2 Con dps ---------- Phys.crit +19.0% Acc +16 (+4 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +48% Massive two-handed swords. |
Trident of the Tides (80-112 power, 20 apr)3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 151% Wil Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+2 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+6 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 48 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 107.04. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic orite trident of massacre (59.5-95.2 power, 13 apr)3.0 T4 trident 2H weapon [Ego] Arcane/Master Power 59.5 - 95.2 Physical Uses 129% Wil Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% Melee+ +20 acid On Crit: * splashes the target with acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Hydra's Bite (56-61.6 power, 7 apr)3.0 T4 whip 2H weapon [Unique] Nature/Master Power 56.0 - 61.6 Physical Uses 118% Wil Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +14.0% Atk.spd 125% On Hit: 10% Lightning Breath 1 On Hit: 10% Poison Breath 1 On Hit: 10% Acid Breath 1 On Hit: * hit up to two adjacent enemies While equipped: dps ---------- Dmg.mod +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Pyreworth the steel mace (20.5-28.7 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Master/Psionic Power 20.5 - 28.7 Physical Uses 108% Wil Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 darkness Against +7% Living On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +6% acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +6% acid +3% fire Blunt and deadly. |
Daimiziladir (44-61.6 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Arcane/Master Power 44.0 - 61.6 Physical Uses 108% Wil Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +17 cold On Crit: * wounds the target for 7 turns: 22 bleeding, 70% reduced healing While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +9 (+2 eff.) Res.pen +5% mind On Hit (Melee): * 10% chance to disease ----- def ----- Resists +3% mind +9% blight Blunt and deadly. |
Erelevon the stralite mace (38-53.2 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Arcane/Psionic Power 38.0 - 53.2 Physical Uses 108% Wil Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +11 acid +19 mind On Hit: * 22% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * splashes the target with acid While equipped: Stats +4 Cun +5 Wil dps ---------- Dmg.mod +21% blight On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% blight Blunt and deadly. |
hateful steel waraxe of phasing (12.5-17.5 power, 8 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Psionic Power 12.5 - 17.5 Physical Uses 108% Wil Acc+ +0.2% crit / acc Apr +8 Crit +4.0% Atk.spd 100% Phasing +10% Melee+ +6 darkness Against +7% Living One-handed war axes. |
Nyzilantir (16-20.8 power, 14 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 16.0 - 20.8 Physical Uses 48% Wil, 48% Cun Acc+ +0.5% APR / acc Apr +14 Crit +6.0% Atk.spd 100% Phasing +13% On Crit: * wounds the target for 7 turns: 22 bleeding, 70% reduced healing While equipped: Stats +1 Dex dps ---------- Phys.crit +6.0% Phys.pwr +8 (+1 eff.) Acc +6 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Crit.dmg- 5.00% Disarm- +16% ---------- misc Infravis +1 Telepathy Dragon Demon/Major Demon/Minor Sharp, short and deadly. |
Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 104% Cun Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Lighthash (14-15.4 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This natural sand should be returned to the wyrm. Power 14.0 - 15.4 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 mind +4 light On Hit: * 20% chance to blind While equipped: Stats +6 Wil dps ---------- Mind.crit +4% Crit.mult +0.00% Mind.pwr +8 (+2 eff.) Dmg.mod +8% physical Res.pen +10% light +10% physical Melee Ret 14 physical On Hit (Melee): * 15% chance to blind ----- def ----- Resists +11% physical Phys.save +15 (+5 eff.) Spell.save +3 (+1 eff.) Mind.save +6 (+1 eff.) ---------- misc Equi/ret +1.50 Telepathy Dragon Burrow: Puts all charms on 24 cooldown Level 1.0 Pwr.cost 24 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 25 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Searwyrd (12-13.2 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature This natural venom should be returned to the wyrm. This natural lightning should be returned to the wyrm. Power 12.0 - 13.2 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +4 temporal +4 fire While equipped: Stats +2 Str +3 Dex +3 Mag +2 Wil +3 Cun +1 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +9% acid +9% temporal +11% lightning Res.pen +8% acid +15% fire +9% lightning Melee Ret 9 acid 17 lightning ----- def ----- Resists +12% acid +11% lightning Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+1 eff.) HP.reg +0.90 ---------- misc Equi/ret +0.80 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Togar the Singelady (12.5-13.75 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature This natural venom should be returned to the wyrm. Power 12.5 - 13.8 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +12 fire On Crit.r2 +4 mind While equipped: Stats +1 Cun dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +11% acid +6% nature Res.pen +12% acid +10% mind Melee Ret 11 acid ----- def ----- Resists +8% acid +3% fire +6% blight Mind.save +3 (+1 eff.) Max.HP +18.00 HP.reg +2.40 Disease- +22% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+2 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 54.62 mind damage, 50.32 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 4.93 mind and 4.54 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
living mindstar of life (15.5-17.05 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Max.HP +16.00 HP.reg +1.30 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Storm Fury4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+5 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
spellwoven Robe of the Worm (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+0 eff.) ----- def ----- Spell.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +4 Wil +0 Cun +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Duskglory the stralite mail armour (4 def, 17 armour)14.0 T4 heavy armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +1 Dex +8 Mag +9 Wil +0 Cun +0 Con dps ---------- Phys.crit +9.0% Spell.crit +9% Mind.crit +9% Phys.pwr +21 (+4 eff.) Spell.pwr +22 (+4 eff.) Mind.pwr +21 (+4 eff.) Dmg.mod +6% blight +6% physical Res.pen +10% physical On Hit (Melee): * 37% chance to inflict 15% damage reduction ----- def ----- Armour +17 Defense +4 (+2 eff.) Fatigue +16% Resists +12% acid +12% physical +12% fire +27% lightning +36% cold Blind- +15% Teleport- +10% A suit of armour made of mail. |
Growkiss (4 def, 16 armour)14.0 T4 heavy armor [Random Unique] Nature/Master While equipped: Stats +0 Str +0 Dex +3 Mag +0 Wil +0 Cun +0 Con dps ---------- Dmg.mod +3% blight Phasing +50% ----- def ----- Armour +16 Defense +4 (+2 eff.) Fatigue +16% Resists +9% acid +20% physical +11% lightning +9% fire +6% nature +9% cold Phys.save +21 (+7 eff.) Max.HP +86.00 HP.reg +1.80 Heal.mod +14% ---------- misc Max.vim +10.00 A suit of armour made of mail. |
Chamendil the stralite plate armour (7 def, 13 armour)17.0 T4 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Wil +5 Con dps ---------- Dmg.mod +12% mind +15% acid Res.pen +5% mind Melee Ret 12 light ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Resists +30% acid +9% physical +23% darkness +26% blight +9% fire +9% lightning +9% cold Disarm- +36% Stun/Frz- +26% Knockbk- +36% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt 'Murkoblivion'1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Crit.mult +9.00% Dmg.mod +18% darkness ----- def ----- Armour +11 Defense +19 (+7 eff.) Rng.Def +9 (+3 eff.) Phys.save +17 (+6 eff.) Die.at -80.00 life A belt that goes around your waist. |
Zubuda the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +4 Cun +8 Lck dps ---------- Res.pen +10% acid Melee Ret 12 arcane ----- def ----- Defense +0 (+0 eff.) Resists +27% acid +20% fire +8% lightning +19% cold Proj.slow +0% Stealth +10 ---------- misc T.Disarm +18 Infravis +5 A belt that goes around your waist. |
Ce'Nulewen (1 def, 10 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +10 Defense +1 (+0 eff.) Resists +9% blight +12% temporal +0% lightning Phys.save +6 (+2 eff.) Disease- +10% Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
shadow elven-silk cloak of sorcery (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +8% Dmg.mod +22% darkness Res.pen +14% darkness ----- def ----- Defense +3 (+1 eff.) Resists +18% darkness Stealth +16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tarrosachak the pair of rough leather boots (0 def, 6 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Mag +1 Cun +5 Con ----- def ----- Armour +6 Fatigue +1% ---------- misc Light +3 Infravis +1 A pair of boots made of leather. |
Tarrerand (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Cun +6 Wil ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Mind.save +6 (+1 eff.) ---------- misc Psi/ret +0.04 Max.psi +20.00 Telepathy Demon/Minor Demon/Major Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Festersmash (0 def, 4 armour)3.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +4 Fatigue +3% Resists +3% temporal +11% fire +9% nature +8% cold Phys.save +8 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +5 (+1 eff.) Die.at -40.00 life Disease- +5% Pinning- +0% Knockbk- +0% Teleport- +0% Def/telep +5 Res/telep +5% Dur/telep +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Smearstinger (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Mag +4 Cun +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +3 (+0 eff.) Apr +5 ----- def ----- Armour +4 Fatigue +3% Resists +6% nature Crit.dmg- 15.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
temporal rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Resists +6% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aleneg (0 def, 20 armour)1.0 T3 hands armor [Rare] Arcane While equipped: Stats +13 Con ----- def ----- Armour +20 Hardiness +10% Fatigue -6% Resists +12% light +9% physical Spell.save +6 (+2 eff.) Disarm- +25% Confus- +15% Teleport- +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 232.97 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Unrurach the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: Stats +2 Str +6 Mag dps ---------- Melee+ 8 fire Dmg.mod +6% fire ----- def ----- Armour +2 Fatigue -6% Resists +7% fire ---------- misc Light +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Layeth (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Melee+ 5 acid Dmg.mod +4% acid ----- def ----- Armour +1 Resists +6% acid Spell.save +3 (+1 eff.) Stun/Frz- +10% Teleport- +20% ---------- misc Light +3 Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's iron gauntlets of dispersion (0 def, 1 armour)1.5 T1 hands armor [Ego++] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Melee+ 4 acid 4 lightning 4 fire 5 arcane 4 cold ----- def ----- Armour +1 Resists +4% arcane Disperse Magic: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
umbral iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 6 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +5% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+1 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Bleakglory (0 def, 2 armour)1.5 T3 hands armor [Rare] Psionic While equipped: Stats +3 Str +8 Wil +2 Cun dps ---------- Melee+ 11 mind Dmg.mod +6% mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +2 Resists +7% mind Metal gloves protecting the hands up to the middle of the lower arm. |
Emelagath (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Mag +6 Wil dps ---------- Melee+ 5 acid 10 temporal 5 fire 5 cold 5 lightning Ranged+ 8 temporal Dmg.mod +6% temporal Phasing +10% Acc +17 (+4 eff.) ----- def ----- Armour +2 Resists +11% temporal ---------- misc Vim/s.crit +2.00 Max.mana +60.00 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap 'Darktide' (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +6% darkness +3% mind Res.pen +10% mind ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.psi +10.00 A cap made of leather. |
Relgorechik the hardened leather cap (0 def, 11 armour)2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +11 Fatigue +3% Resists +9% cold +11% nature +6% temporal Spell.save +6 (+2 eff.) Max.HP +76.00 Heal.mod +22% Confus- +15% Pinning- +25% Knockbk- +25% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
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 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Eremyrath (0 def, 12 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Con ----- def ----- Armour +12 Fatigue +4% Resists +8% fire +8% cold Phys.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
3 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
5 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 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. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
4 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 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. |
5 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. |
8 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. |
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. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
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. |
1627 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. |
54 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. |
Fuluralablek2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +3 Wil +3 Cun dps ---------- On Hit (Melee): * 10% chance to disease ----- def ----- Max.HP +40.00 ---------- misc Light +3 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 32 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
dwarven steel crystal plating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
powerful second skin0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! |
stralite rocket boots0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +4 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
amazing air recycler0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection field0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +10 (+4 eff.) Proj.slow +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun grip0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +100% ---------- misc Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 46] powerful frost salve [power 46]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 270% efficiency and 55% cooldown modifier. Remove 2 physical effects and grants a frost aura (46% cold, darkness and nature affinity) Puts Talent Medical Injector on 20 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 624] powerful healing salve [power 624]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 270% efficiency and 55% cooldown modifier. Heal 624 Puts Talent Medical Injector on 12 cooldown Medical salve. |
great pain suppressor salve [power 648] great pain suppressor salve [power 648]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 270% efficiency and 55% cooldown modifier. Let you fight up to -648 life and reduces all damage by 23% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
great water salve [power 53] great water salve [power 53]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 270% efficiency and 55% cooldown modifier. Remove 2 mental effects and grants a water aura (53% blight, mind and acid affinity). Puts Talent Medical Injector on 20 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 60] amazing frost salve [power 60]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 270% efficiency and 55% cooldown modifier. Remove 3 physical effects and grants a frost aura (60% cold, darkness and nature affinity) Puts Talent Medical Injector on 20 cooldown Activation is instant. Medical salve. |
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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 24 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 144.32 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+4 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+3 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd -16% Phys.spd +12% Spell.spd +12% Mind.spd +12% Dmg.mod +10% all +15% temporal ----- def ----- Resists -12% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards entropy). Uses 16 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 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 (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 622.08 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 20 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
supercharged iron torque of kinetic psionic shield [power 35] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 35 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Umbramortal the steel torque of thermal psionic shield [power 51] (16 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +10% darkness +5% temporal On Hit (Melee): * 15% chance to inflict 15% damage reduction * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% darkness ---------- misc Wards +2 physical +2 mind +2 darkness Talents +2 Silence +1 Ward Cooldown Silence -1 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
Koryrach the elm wand of firewall [power 77] (5 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +4 Str +3 Dex ----- def ----- Armour +10 Phys.save +30 (+9 eff.) ---------- misc Stam/turn +0.40 Creates a wall of flames lasting 4 turns (dealing 90 fire damage overall) Puts all charms on 5 cooldown 100% to regenerate 3 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"2.0 T3 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Microwave the Cornac Mindslayer level 35
77th Regrowth 123rd year of Ascendancy at 21:10 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Microwave the Cornac Mindslayer level 49
47th Regrowth 124th year of Ascendancy at 23:20 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Microwave the Cornac Mindslayer level 35
76th Regrowth 123rd year of Ascendancy at 04:01 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Microwave the Cornac Mindslayer level 42
8th Flare 123rd year of Ascendancy at 22:52 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Microwave the Cornac Mindslayer level 48
23rd Regrowth 124th year of Ascendancy at 01:22 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Microwave the Cornac Mindslayer level 40
74th Pyre 123rd year of Ascendancy at 04:34 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Microwave the Cornac Mindslayer level 16
23rd Dusk 122nd year of Ascendancy at 16:53 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Microwave the Cornac Mindslayer level 38
8th Pyre 123rd year of Ascendancy at 05:25 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Microwave the Cornac Mindslayer level 37
5th Pyre 123rd year of Ascendancy at 17:56 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Microwave the Cornac Mindslayer level 23
77th Haze 122nd year of Ascendancy at 09:15 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Microwave the Cornac Mindslayer level 41
1st Flare 123rd year of Ascendancy at 15:37 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Microwave the Cornac Mindslayer level 50
19th Pyre 124th year of Ascendancy at 08:49 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Microwave the Cornac Mindslayer level 39
23rd Pyre 123rd year of Ascendancy at 02:16 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Microwave the Cornac Mindslayer level 50
62nd Regrowth 124th year of Ascendancy at 02:20 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Microwave the Cornac Mindslayer level 10
3rd Flare 122nd year of Ascendancy at 00:24 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Microwave the Cornac Mindslayer level 20
74th Dusk 122nd year of Ascendancy at 04:07 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Microwave the Cornac Mindslayer level 30
29th Regrowth 123rd year of Ascendancy at 10:55 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Microwave the Cornac Mindslayer level 40
69th Pyre 123rd year of Ascendancy at 20:38 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Microwave the Cornac Mindslayer level 50
48th Regrowth 124th year of Ascendancy at 10:10 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Microwave the Cornac Mindslayer level 50
63rd Regrowth 124th year of Ascendancy at 02:43 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Microwave the Cornac Mindslayer level 22
23rd Haze 122nd year of Ascendancy at 18:57 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Microwave the Cornac Mindslayer level 43
29th Dusk 123rd year of Ascendancy at 00:24 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Microwave the Cornac Mindslayer level 30
64th Regrowth 123rd year of Ascendancy at 09:25 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Microwave the Cornac Mindslayer level 39
68th Pyre 123rd year of Ascendancy at 12:14 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Microwave the Cornac Mindslayer level 7
78th Pyre 122nd year of Ascendancy at 16:41 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Microwave the Cornac Mindslayer level 44
29th Dusk 123rd year of Ascendancy at 17:51 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Microwave the Cornac Mindslayer level 18
71st Dusk 122nd year of Ascendancy at 04:10 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Microwave the Cornac Mindslayer level 45
31st Dusk 123rd year of Ascendancy at 04:50 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Microwave the Cornac Mindslayer level 23
77th Haze 122nd year of Ascendancy at 19:08 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Microwave the Cornac Mindslayer level 16
39th Dusk 122nd year of Ascendancy at 08:04 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Microwave the Cornac Mindslayer level 34
74th Regrowth 123rd year of Ascendancy at 22:46 see stats
Log
Today is the 70th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 71st Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Today is the 72nd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
Today is the 73rd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Today is the 74th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:36.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
There is a Last Hope (Town) 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.
Microwave deactivates Thermal Shield.
Microwave deactivates Psiblades.
Microwave deactivates Kinetic Shield.
Microwave deactivates Kinetic Aura.
Microwave deactivates Beyond the Flesh.
Microwave deactivates Deflect Projectiles.
Microwave deactivates Thermal Aura.
Microwave deactivates Augmentation.
Microwave deactivates Skate.

































































































































































































