
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Shadows are Kirby 1.5.10Makes shadows into kirby because kirby is better than anime and sheila will just get stunt to make her addon anyway. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 50 / 1822% |
| Size | medium |
| Lifes / Deaths | Killed by Aerygann the orc pyromancer at level 50 on the 37th Regrowth 124th year of Ascendancy at 22:39 / 1 |
Primary Stats
| Strength | 80 (base 20) |
| Dexterity | 121 (base 60) |
| Constitution | 41 (base 27) |
| Magic | 165 (base 60) |
| Willpower | 56 (base 9) |
| Cunning | 118 (base 60) |
Resources
| Life | 1750/1750 |
| Mana | 536/609 |
| Stamina | 272/322 |
| Paradox | 310 |
| Healing Factor | 1.4203791469194 |
| Regeneration | 34.444194312796 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +46.20512205326% |
| Spell | 0% |
| Global | +145% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 5 |
| See Stealth | 47.872128145023 |
| See Invisible | 62.872128145023 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 204 |
| Accuracy | 96 |
| Crit Chance | 60% |
| APR | 120 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 108 |
| Crit Chance | 91% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +52% |
| Blight | +40% |
| Arcane | +109% |
| Cold | +152% |
| All | +27% |
| Lightning | +257% |
| Physical | +60% |
| Mind | +30% |
| Fire | +136% |
| Nature | +42% |
Offense: Damage Penetration
| Lightning | +66% |
| Fire | +66% |
| Cold | +71% |
| Arcane | +91% |
| Mind | +41% |
| All | +36% |
Defense: Base
| Armour (hardiness) | 53.034570859109 (44.670658682635%) |
| Defense | 113 |
| Ranged Defense | 119 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 54 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 47%( 70%) |
| Arcane | + 36%( 70%) |
| Cold | + 62%( 70%) |
| All | + 29%( 70%) |
| Lightning | + 70%( 70%) |
| Darkness | + 33%( 70%) |
| Mind | + 36%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Bleed Resistance | 100% |
| Disarm Resistance | 0% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1590% for 10 turns (142 total) and instantly restoring 80 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 5 times. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 178 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
| Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Fiery Hands |
| talent | Arcane Shield |
| talent | Contingency |
| talent | Shock Hands |
| talent | Feather Wind |
| talent | Defensive Posture |
| talent | Arcane Combat |
| talent | Shielding |
| talent | Stone Skin |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The target is surrounded by a magical shield, absorbing 2364/1360 damage before it crumbles. Damage Shield |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | Peer into the future, detecting enemies, increasing defense by 29, and granting a 7% chance to ignore critical hits. Precognition |
| beneficial effect | Increases global action speed by 45%. Speed |
| beneficial effect | The target's accuracy is improved by 57. Perfect Accuracy |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is protected a raging storm deflecting up to 5 instances of damage over 43. Stormshield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Adadhewyn the green mold. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2568. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 24 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | Borurach the Boltpall =good=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Changes resistances: +5% arcane / +18% lightning Changes resistances penetration: +10% arcane / +11% all Changes damage: +9% lightning / +9% arcane Maximum life: +80.00 Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+2 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors. |
| Tool | Quenchdream [power 464] (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Dex / +3 Mag / +1 Wil / +6 Cun / +2 Con Changes damage: +9% cold It can be used to heal yourself and all friendly characters within 10 spaces for 464 Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 29% for 2 turns. * Heal for 74. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Blazequeen the voratun ring =good, cool=Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +8 Dex / +16 Mag / +6 Wil / +16 Cun / +2 Con Changes resistances: +36% lightning Changes damage: +59% lightning Damage affinity(heal): +20% lightning Spellpower: +25 (+4 eff.) See invisible: +9 Movement speed: +15% Chance to avoid any damage: +8% Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +14 Physical power: +13 (+2 eff.) Defense: +17 (+3 eff.) Changes stats: +2 Str / +2 Dex / +2 Mag Changes resistances: +5% arcane Life regen: +22.00 Only die when reaching: -60.00 life Maximum life: +100.00 Spellpower: +8 (+1 eff.) Mindpower: +12 (+4 eff.) See invisible: +6 Healing mod.: +20% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | drakeskin leather belt 'Earegodar' =good=Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +14 (+2 eff.) Changes resistances: +9% nature / +6% darkness Reduces incoming crit damage: 10.00% Stealth bonus: +15 Mental save: +15 (+5 eff.) Stun/Freeze immunity: +10% Knockback immunity: +10% Life regen: +2.00 Maximum life: +65.00 Spellpower: +11 (+2 eff.) A belt that goes around your waist. |
| In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 144 power out of 162/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Flowerknave (0 def, 0 armour) =good=Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 62% Changes stats: +8 Str / +7 Mag / +7 Wil Changes resistances: +56% lightning / +13% cold / +9% mind / +15% all Changes damage: +60% lightning / +23% physical / +22% cold / +20% all Spell save: +9 (+3 eff.) Cut immunity: +10% Spellpower: +15 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Glorevena the elven-silk cloak (15 def, 0 armour) =cool=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 mind Changes stats: +4 Mag / +5 Wil / +2 Cun Changes resistances penetration: +15% arcane / +5% mind Changes damage: +13% arcane / +3% mind Critical mult.: +30.00% Physical save: +13 (+4 eff.) Mental save: +18 (+5 eff.) Maximum mana: +100.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | MurkwaspPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Changes resistances: +27% lightning / +9% cold / +12% nature Changes resistances penetration: +5% cold Changes damage: +13% blight / +9% cold / +15% nature / +15% fire Critical mult.: +36.00% Stun/Freeze immunity: +49% Spellpower: +14 (+2 eff.) Amulets can have magical properties. |
Inventory
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 925 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
stormshield rune of the sneak (threshold 52; blocks 7; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 52 up to 7 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Ivytha the Blazehunt =stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 62% Changes resistances: +13% lightning / +9% light Changes resistances penetration: +15% nature Changes damage: +3% light Stun/Freeze immunity: +21% Amulets can have magical properties. |
copper amulet 'Uristir'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +15 (+2 eff.) Changes stats: +2 Str / +2 Mag Changes resistances penetration: +10% acid Changes damage: +5% acid / +5% fire / +5% lightning / +5% cold Stamina each turn: +3.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 694 strength, based on Magic) for 5 turns Activation costs 18 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
starseer's gold amulet of perfection (0.22 Spell / Aegis,0.22 Chronomancy / Chronomancy)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes damage: +6% darkness / +6% temporal / +6% light / +6% physical Talent masteries: +0.22 Spell / Aegis +0.22 Chronomancy / Chronomancy Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 44 power out of 60/60) : Effective talent level: 2.0 Power cost: 44 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
serendipitous voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +16 Defense: +14 (+2 eff.) Changes stats: +15 Lck Critical mult.: +15.00% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
copper ring 'Sleetmoon' =stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 cold Changes resistances: +3% cold Changes resistances penetration: +5% lightning / +15% cold Stun/Freeze immunity: +24% Life regen: +2.00 Rings can have magical properties. |
Anefast the Morbusweeper =con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil / +4 Con Changes resistances: +6% nature Changes damage: +12% cold Physical save: +8 (+3 eff.) Mindpower: +30 (+8 eff.) Rings can have magical properties. |
Kilnmark the steel ring =good=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +30 (+6 eff.) Physical power: +9 (+2 eff.) Defense: +30 (+5 eff.) Damage when hit (Melee): 4 cold Changes stats: +2 Str / +4 Dex Changes resistances penetration: +10% fire Spellpower: +9 (+1 eff.) Mindpower: +8 (+3 eff.) Rings can have magical properties. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
steel ring 'Yvylle'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Defense: +15 (+2 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances penetration: +20% physical Changes damage: +15% physical Disarm immunity: +20% Spellpower: +6 (+1 eff.) Healing mod.: +10% Rings can have magical properties. |
Elenarohad the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% acid / +6% nature Silence immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +25% Life regen: +4.00 Only die when reaching: -80.00 life Rings can have magical properties. |
Xolenor the gold ring =stun=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Fatigue: -5% Damage when hit (Melee): 2 mind Changes damage: +5% all Critical mult.: +15.00% Maximum encumbrance: +29 Stun/Freeze immunity: +25% Life regen: +3.00 Hate when firing a critical mind attack: +1.00 Spellpower: +8 (+1 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +3% Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Emeluseba the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +6.0% Physical power: +30 (+6 eff.) Changes resistances: +36% fire Changes damage: +18% fire Critical mult.: +20.88% Only die when reaching: -83.52 life Rings can have magical properties. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+15 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Harofang the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +35 (+6 eff.) Changes stats: +6 Str / +8 Mag / +5 Wil / +7 Cun / +7 Con Changes damage: +7% all Spellpower: +37 (+6 eff.) Mindpower: +33 (+9 eff.) Rings can have magical properties. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 22 power out of 30/30) : Effective talent level: 2.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
voratun ring 'Duvugolar' =good=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +31 (+6 eff.) Armour: +6 Changes resistances: +33% acid / +6% temporal / +30% cold / +22% fire / +30% lightning Changes resistances penetration: +5% temporal Changes damage: +5% all Spell save: +3 (+1 eff.) Silence immunity: +20% Teleport immunity: +21% Spellpower: +31 (+5 eff.) Mindpower: +28 (+8 eff.) Rings can have magical properties. |
Dimsorrow the dragonbone vilestaff (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 31 fire Changes stats: +1 Str Changes damage: +30% blight / +15% arcane / +6% darkness Talent granted: +1 Command Staff Critical mult.: +48.00% Spellpower: +24 (+4 eff.) Spell crit. chance: +27% Light radius: +3 See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
Velirilaith the dragonbone vilestaff (30-36 power, 6 apr, lightning element) =crit mult=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +21 (+3 eff.) Damage (Melee): 26 fire Changes resistances: +3% acid / +9% temporal Changes resistances penetration: +10% mind Changes damage: +30% lightning / +6% mind Talent granted: +1 Command Staff Critical mult.: +58.00% Spellpower: +29 (+5 eff.) Spell crit. chance: +18% Mindpower: +10 (+3 eff.) Mental crit. chance: +2% See invisible: +13 Damage Shield penetration: +21% Damage Shield Power: +16% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Eletira' (42-50.4 power, 6 apr, lightning element) =cool=Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +18 (+3 eff.) Changes stats: +12 Mag / +18 Wil / +18 Cun Changes resistances: +3% fire Changes damage: +6% arcane / +42% lightning Talent granted: +1 Command Staff Critical mult.: +15.00% Mana when firing critical spell: +2.07 Spellpower on spell critical (stacks up to 3 times): +9 Maximum life: +60.00 Spellpower: +28 (+5 eff.) Spell crit. chance: +5% Damage Shield penetration: +25% Damage Shield Power: +17% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Galimnir' (30-36 power, 6 apr, lightning element) =crit + mult=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +4 Cun / +4 Con Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Critical mult.: +38.00% Mana each turn: +0.54 Spellpower: +35 (+6 eff.) Spell crit. chance: +18% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 22 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Murkdream' (30-36 power, 6 apr, lightning element) =CRIT=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% acid / +6% nature Changes resistances penetration: +10% darkness Changes damage: +30% lightning / +12% cold / +15% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Physical save: +11 (+4 eff.) Spell save: +28 (+8 eff.) Mental save: +15 (+5 eff.) Spellpower: +15 (+2 eff.) Spell crit. chance: +39% Staves designed for wielders of magic, by the greats of the art. |
Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+5 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+5 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 205 to 410 lightning damage based on Magic 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. |
Bethyta (0 def, 0 armour) =good=Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +22% cold / +5% arcane / +9% all Changes damage: +15% cold / +9% all Mental save: +9 (+3 eff.) Life regen: +4.00 Mana each turn: +0.19 Only die when reaching: -80.00 life Maximum mana: +56.00 Spellpower: +31 (+5 eff.) Spell crit. chance: +7% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silana (20 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +7 Mag / +8 Wil Changes resistances: +57% lightning / +11% darkness / +11% cold / +12% blight / +23% fire / +11% light / +15% all Changes damage: +30% lightning Critical mult.: +5.00% Physical save: +17 (+6 eff.) Spell save: +40 (+11 eff.) Mental save: +21 (+6 eff.) Disease immunity: +21% Disarm immunity: +20% Mana each turn: +0.40 Psi each turn: +0.32 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Dourminister' (8 def, 8 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Damage when hit (Melee): 6 nature Changes stats: +10 Cun / +20 Mag Changes resistances: +15% darkness / +13% light / +15% all Changes resistances penetration: +27% temporal / +15% physical Changes damage: +29% light / +28% physical / +24% darkness / +47% temporal Critical mult.: +20.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 Maximum life: +70.00 Light radius: +4 Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sparkwolf (9 def, 6 armour) =dam/pen=Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Changes resistances: +12% blight / +12% fire Changes resistances penetration: +20% lightning / +25% blight Changes damage: +15% lightning / +9% fire / +9% blight Life regen: +5.10 Stamina each turn: +1.70 A suit of armour made of leather. |
hardened leather armour 'Lavagash' (39 def, 16 armour) =def=Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +16 Defense: +39 (+6 eff.) Fatigue: +8% Changes stats: +7 Con Changes resistances: +8% arcane / +15% fire Spell save: +18 (+6 eff.) A suit of armour made of leather. |
Bethille the BlackgashCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +15 (+2 eff.) Changes resistances: +5% arcane / +9% darkness Changes resistances penetration: +20% darkness / +20% light Stealth bonus: +10 Spell save: +15 (+5 eff.) A belt that goes around your waist. |
hardened leather belt 'Aroyawe' =stats=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +11 Dex / +2 Mag / +3 Wil / +7 Cun / +2 Con / +13 Lck Trap disarming bonus: +23 Stealth bonus: +17 Life regen: +1.80 Light radius: +3 Infravision radius: +9 Healing mod.: +18% A belt that goes around your waist. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+3 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 22 power out of 30/30) : Effective talent level: 4.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 54 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Thunderstalker the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 (+2 eff.) Armour: +15 Defense: +15 (+2 eff.) Damage when hit (Melee): 13 lightning Changes stats: +6 Cun / +6 Dex Changes resistances: +3% nature / +12% lightning Changes resistances penetration: +15% mind / +10% lightning Changes damage: +12% lightning / +3% nature Physical save: +19 (+6 eff.) Spell save: +15 (+5 eff.) Mental crit. chance: +14% Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Floemight'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +18% cold Changes damage: +6% cold Critical mult.: +20.88% Mental save: +18 (+5 eff.) Life regen: +2.90 Psi when hit: +0.20 Mindpower: +31 (+9 eff.) Healing mod.: +21% A belt that goes around your waist. |
Xerubeth (16 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +16 (+2 eff.) Changes stats: +3 Str / +3 Con Changes resistances penetration: +5% physical Critical mult.: +5.00% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 44 power out of 60/60) : Effective talent level: 1.3 Power cost: 44 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 10 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 291.46 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Boruhor (17 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Defense: +17 (+3 eff.) Fatigue: -4% Changes resistances: +12% blight / +6% cold Life regen: +4.00 Maximum hate: +2.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Numiwen the cashmere cloak (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +7 Wil Changes resistances penetration: +20% blight Changes damage: +21% blight Spellpower: +30 (+5 eff.) Spell crit. chance: +3% Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Myldil (32 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +20 (+4 eff.) Defense: +32 (+5 eff.) Changes stats: +4 Dex / +3 Mag / +3 Wil Changes resistances penetration: +15% arcane Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duvuleg the elven-silk cloak (34 def, 18 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +18 Defense: +34 (+5 eff.) Changes stats: +7 Str / +4 Wil Changes resistances: +48% cold Changes damage: +9% acid Stun/Freeze immunity: +20% Only die when reaching: -81.58 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glorurianne (3 def, 11 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Armour: +11 Defense: +3 (+0 eff.) Changes stats: +5 Str / +11 Dex / +6 Cun / +6 Con Changes resistances: +30% cold Changes damage: +9% acid Talent mastery: +0.30 Technique / Combat training Critical mult.: +20.00% Spell save: -22 (-8 eff.) Stamina each turn: +1.20 Mana each turn: -0.49 Equilibrium when hit: +0.08 Psi when hit: +0.12 Maximum hate: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Betylewyn (10 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+1 eff.) Damage when hit (Melee): 8 acid Changes stats: +4 Mag Changes resistances: +5% arcane Changes damage: +5% acid / +6% blight Reduces incoming crit damage: 15.00% Disease immunity: +24% Equilibrium when hit: +0.08 Maximum life: +100.00 Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+0 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Thunderraptor (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -9% Damage when hit (Melee): 6 blight Changes resistances: +29% lightning / +13% temporal Changes resistances penetration: +25% blight / +15% physical Changes damage: +3% lightning / +6% blight Stamina each turn: +0.40 Maximum life: +33.00 Movement speed: +10% A pair of boots made of leather. |
Gilyhell (10 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +25 (+5 eff.) Armour: +3 Defense: +10 (+1 eff.) Fatigue: +2% Changes stats: +4 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Galespitter' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 6 light Changes resistances: +6% lightning / +18% fire Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Disease immunity: +20% Stun/Freeze immunity: +20% Life regen: +6.00 Healing mod.: +33% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Polikira' (0 def, 20 armour) =stun=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +20 Fatigue: +3% Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Poison immunity: +20% Silence immunity: +38% Disarm immunity: +20% Confusion immunity: +29% Stun/Freeze immunity: +57% Only die when reaching: -40.00 life Mindpower: +15 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves 'Cyrimitira' (0 def, 11 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +11 Damage (Melee): 15 physical Changes stats: +4 Str / +5 Dex / +5 Mag / +5 Wil / +5 Con Changes resistances penetration: +15% temporal Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% Mana when firing critical spell: +2.00 Spellpower: +10 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +10 Armour Penetration: +5 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +11 physical Damage (radius 2) on crit: +15 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aderiassra the Flashoblivion (0 def, 10 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +8% Fatigue: +3% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 41 Changes stats: +8 Con Changes resistances: +6% physical Changes damage: +15% lightning / +30% arcane When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Sparkedge (0 def, 2 armour) =good=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +4 Str / +6 Wil / +3 Cun / +4 Con Changes resistances penetration: +25% lightning Changes damage: +15% lightning Talent mastery: +0.20 Technique / Grappling Reduces incoming crit damage: 10.00% Disarm immunity: +33% See invisible: +12 When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming dwarven-steel gauntlets of war-making (0 def, 2 armour) =crit/crip=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Fatigue: +3% Critical mult.: +7.00% Mana each turn: +0.21 Spellpower: +10 (+2 eff.) Spell crit. chance: +16% Mental crit. chance: +13% When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Elemental Bolt (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (Melee): +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Belyretira (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 arcane Changes resistances: +15% nature Changes damage: +11% arcane Physical save: +6 (+2 eff.) Silence immunity: +20% Maximum life: +80.00 Maximum mana: +21.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
Xanulebremina the rough leather cap (0 def, 1 armour) =con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Critical mult.: +10.00% A cap made of leather. |
rough leather cap 'Shadefame' (0 def, 1 armour) =cun=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun Changes resistances: +6% fire / +6% darkness / +6% cold Psi when hit: +0.08 Mindpower: +5 (+2 eff.) A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Blastlash (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Wil Changes resistances: +24% lightning / +9% temporal Changes resistances penetration: +15% mind Changes damage: +31% lightning Reduces incoming crit damage: 15.00% Stamina when hit: +3.00 Equilibrium when hit: +3.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Frigidspiker (0 def, 5 armour) =conf=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Dex / +6 Wil Changes resistances: +2% physical / +19% darkness / +12% blight / +9% cold / +14% mind Spell save: +9 (+3 eff.) Mental save: +31 (+9 eff.) Disarm immunity: +20% Confusion immunity: +45% Knockback immunity: +20% Infravision radius: +6 A cap made of leather. |
Malayalevon the Glacierguile (0 def, 3 armour) =con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 2 cold Changes stats: +3 Con Changes resistances: +6% cold Changes resistances penetration: +5% darkness / +10% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) =conf=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Isildarin the Airwrack (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +8.0% Physical power: +15 (+3 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +4 Cun / +3 Dex Changes resistances: +18% lightning Changes damage: +27% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 29 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
1256 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Islavea the Sootpiercer (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +5% darkness / +25% blight Changes damage: +3% darkness Mana when firing critical spell: +1.00 Maximum mana: +40.00 Spellpower: +25 (+4 eff.) Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Earygund the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +2 Str Changes resistances: +6% acid / +4% physical / +6% lightning Physical save: +12 (+4 eff.) Psi when hit: +0.24 Maximum life: +106.00 Maximum stamina: +24.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Galedash' (dig speed 23 turns) =dmg=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +6 Wil Changes damage: +12% lightning Critical mult.: +10.00% Mindpower: +10 (+3 eff.) Mental crit. chance: +2% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 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. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 146 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. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
ash wand of conjuration 'Strikewarden' [power 170] (11 cooldown) =pen=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +27% cold It can be used to fire a magical bolt dealing 216 fire damage Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding 'Arcransom' [power 194] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +9% lightning / +9% fire Changes resistances penetration: +25% lightning / +5% fire / +25% arcane Changes damage: +3% lightning It can be used to create a shield absorbing up to 281 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By nez forma deadpression the Skeleton Arcane Blade level 38
22nd Regrowth 123rd year of Ascendancy at 20:01 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By nez forma deadpression the Skeleton Arcane Blade level 45
58th Pyre 123rd year of Ascendancy at 17:32 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By nez forma deadpression the Skeleton Arcane Blade level 37
19th Regrowth 123rd year of Ascendancy at 11:46 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By nez forma deadpression the Skeleton Arcane Blade level 50
73rd Regrowth 124th year of Ascendancy at 16:36 see stats
Ay ay captain! (Insane (Roguelike) difficulty)
Turn into a pirate!By nez forma deadpression the Skeleton Arcane Blade level 48
25th Dusk 123rd year of Ascendancy at 00:35 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By nez forma deadpression the Skeleton Arcane Blade level 41
33rd Regrowth 123rd year of Ascendancy at 23:15 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By nez forma deadpression the Skeleton Arcane Blade level 12
9th Flare 122nd year of Ascendancy at 06:08 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By nez forma deadpression the Skeleton Arcane Blade level 40
30th Regrowth 123rd year of Ascendancy at 15:56 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By nez forma deadpression the Skeleton Arcane Blade level 31
70th Haze 122nd year of Ascendancy at 02:40 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By nez forma deadpression the Skeleton Arcane Blade level 31
75th Haze 122nd year of Ascendancy at 22:22 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By nez forma deadpression the Skeleton Arcane Blade level 50
39th Regrowth 124th year of Ascendancy at 19:59 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By nez forma deadpression the Skeleton Arcane Blade level 22
46th Dusk 122nd year of Ascendancy at 19:10 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By nez forma deadpression the Skeleton Arcane Blade level 32
77th Haze 122nd year of Ascendancy at 01:19 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By nez forma deadpression the Skeleton Arcane Blade level 50
1st Regrowth 124th year of Ascendancy at 00:44 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By nez forma deadpression the Skeleton Arcane Blade level 33
1st Decay 122nd year of Ascendancy at 03:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By nez forma deadpression the Skeleton Arcane Blade level 10
2nd Summertide 122nd year of Ascendancy at 22:45 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By nez forma deadpression the Skeleton Arcane Blade level 20
41st Dusk 122nd year of Ascendancy at 18:54 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By nez forma deadpression the Skeleton Arcane Blade level 30
67th Haze 122nd year of Ascendancy at 12:25 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By nez forma deadpression the Skeleton Arcane Blade level 40
30th Regrowth 123rd year of Ascendancy at 15:37 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By nez forma deadpression the Skeleton Arcane Blade level 50
34th Haze 123rd year of Ascendancy at 00:37 see stats
Now, this is impressive! (Insane (Roguelike) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By nez forma deadpression the Skeleton Arcane Blade level 50
53rd Regrowth 124th year of Ascendancy at 04:10 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By nez forma deadpression the Skeleton Arcane Blade level 50
9th Allure 124th year of Ascendancy at 10:23 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By nez forma deadpression the Skeleton Arcane Blade level 48
52nd Dusk 123rd year of Ascendancy at 06:39 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By nez forma deadpression the Skeleton Arcane Blade level 45
8th Mirth 123rd year of Ascendancy at 00:08 see stats
Portal ender (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed three invocation portals.By nez forma deadpression the Skeleton Arcane Blade level 50
39th Regrowth 124th year of Ascendancy at 19:57 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By nez forma deadpression the Skeleton Arcane Blade level 50
40th Haze 123rd year of Ascendancy at 10:41 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By nez forma deadpression the Skeleton Arcane Blade level 29
61st Haze 122nd year of Ascendancy at 15:47 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By nez forma deadpression the Skeleton Arcane Blade level 14
15th Dusk 122nd year of Ascendancy at 18:33 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By nez forma deadpression the Skeleton Arcane Blade level 40
30th Regrowth 123rd year of Ascendancy at 21:14 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By nez forma deadpression the Skeleton Arcane Blade level 9
8th Mirth 122nd year of Ascendancy at 14:45 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By nez forma deadpression the Skeleton Arcane Blade level 45
58th Pyre 123rd year of Ascendancy at 17:32 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By nez forma deadpression the Skeleton Arcane Blade level 50
39th Regrowth 124th year of Ascendancy at 19:59 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By nez forma deadpression the Skeleton Arcane Blade level 42
21st Pyre 123rd year of Ascendancy at 06:08 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By nez forma deadpression the Skeleton Arcane Blade level 9
10th Mirth 122nd year of Ascendancy at 03:15 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By nez forma deadpression the Skeleton Arcane Blade level 42
13rd Pyre 123rd year of Ascendancy at 00:50 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By nez forma deadpression the Skeleton Arcane Blade level 24
23rd Haze 122nd year of Ascendancy at 13:57 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By nez forma deadpression the Skeleton Arcane Blade level 23
47th Dusk 122nd year of Ascendancy at 22:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By nez forma deadpression the Skeleton Arcane Blade level 17
26th Dusk 122nd year of Ascendancy at 22:45 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By nez forma deadpression the Skeleton Arcane Blade level 50
37th Regrowth 124th year of Ascendancy at 22:39 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By nez forma deadpression the Skeleton Arcane Blade level 37
19th Regrowth 123rd year of Ascendancy at 03:24 see stats
Log
Nez forma deadpression casts Aegis.
Nez forma deadpression uses Track.
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Nez forma deadpression uses Perfect Strike.
Nez forma deadpression aims carefully.
Nez forma deadpression uses Blinding Speed.
Nez forma deadpression speeds up.
Nez forma deadpression casts Rune: Stormshield.
Nez forma deadpression summons a storm to protect them!
Nez forma deadpression casts Precognition.
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Nez forma deadpression casts Ice Storm.
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The shield around nez forma deadpression crumbles.
Nez forma deadpression slows down.
Nez forma deadpression deactivates Shock Hands.
Nez forma deadpression deactivates Arcane Combat.
Nez forma deadpression deactivates Arcane Shield.
Nez forma deadpression deactivates Contingency.
Nez forma deadpression deactivates Arcane Feed.
Nez forma deadpression's storm dissipates.
Nez forma deadpression deactivates Defensive Posture.
Nez forma deadpression aims less carefully.
Nez forma deadpression deactivates Stone Skin.
Nez forma deadpression deactivates Feather Wind.
Nez forma deadpression deactivates Shielding.
Nez forma deadpression deactivates Fiery Hands.










































































































































































